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<blockquote data-quote="Mercurius" data-source="post: 6243393" data-attributes="member: 59082"><p>Saltmarsh and Hommlet are good suggestions, @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=22260" target="_blank">TerraDave</a></u></strong></em> - and I've never run or played either. </p><p></p><p>Actually, this lets me re-frame my request/question: What are some great, even "the best," location-based low-level modules of <em>any</em> edition? I'm tempted to start a new thread but I'll refrain!</p><p></p><p>EDIT: by "location-based" I mean along the lines of what James Maliszewski discusses <a href="http://grognardia.blogspot.com/2008/08/locale-and-plot.html" target="_blank">here</a>. A quote:</p><p></p><p style="margin-left: 20px"><em>If you're looking for a good signpost in determining where the old school ends and the new one begins, it's the shift in emphasis from locales to plots. It's not a hard and fast division; there are examples of both on either side of the line. Nevertheless, I think the expectation that a module "tell a story" rather than provide a location for a story of your own devising is a good indicator of where one's gaming sympathies lie.</em></p> <p style="margin-left: 20px"></p><p></p><p>In that framing, I'm looking for a good "old school" adventure - one that is about a party exploring a location. I can drop my plot hooks into it as I see fit.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 6243393, member: 59082"] Saltmarsh and Hommlet are good suggestions, @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=22260"]TerraDave[/URL][/U][/B][/I] - and I've never run or played either. Actually, this lets me re-frame my request/question: What are some great, even "the best," location-based low-level modules of [I]any[/I] edition? I'm tempted to start a new thread but I'll refrain! EDIT: by "location-based" I mean along the lines of what James Maliszewski discusses [URL="http://grognardia.blogspot.com/2008/08/locale-and-plot.html"]here[/URL]. A quote: [INDENT][I]If you're looking for a good signpost in determining where the old school ends and the new one begins, it's the shift in emphasis from locales to plots. It's not a hard and fast division; there are examples of both on either side of the line. Nevertheless, I think the expectation that a module "tell a story" rather than provide a location for a story of your own devising is a good indicator of where one's gaming sympathies lie.[/I] [/INDENT] In that framing, I'm looking for a good "old school" adventure - one that is about a party exploring a location. I can drop my plot hooks into it as I see fit. [/QUOTE]
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