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AMA (Thurs April 30): Wolfgang Baur (Kobold Press, TSR, DUNGEON Magazine, D&D 5E Tyranny of Dragons, Advanced Races Compendium)
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<blockquote data-quote="meomwt" data-source="post: 6605702" data-attributes="member: 47885"><p>Now there's an interesting comparison: Tyranny of Dragons vs Steading of the Hill Giant Chief...</p><p></p><p>Whilst the oldest modules produced lack a little something, they encourage intelligent play from both DM and the PC group. And yes, the DM had to bring a lot to the table: for G1, it's reactions to the players' raids, setting new traps or barricades, and so forth. </p><p></p><p>Same with T1-4 (Temple of Elemental Evil) which I am converting to 5th Ed, hopefully keeping two sessions ahead of them as we go. I have a notebook in my jacket pocket, scribbling story hooks or plot devices in at otherwise idle moments, to bring the existing adventure as written more to life and make it memorable. </p><p> </p><p>And here's the question: do you think that DM's today need more "hand-holding" than they did twenty years ago? There seems to be a need to have every eventuality mapped out in advance, keeping the players on track, rather than running with it and seeing where everyone ends up. Is that where you see the adventure designer heading, or is there still room for a more "Gygaxian" approach to adventure design?</p></blockquote><p></p>
[QUOTE="meomwt, post: 6605702, member: 47885"] Now there's an interesting comparison: Tyranny of Dragons vs Steading of the Hill Giant Chief... Whilst the oldest modules produced lack a little something, they encourage intelligent play from both DM and the PC group. And yes, the DM had to bring a lot to the table: for G1, it's reactions to the players' raids, setting new traps or barricades, and so forth. Same with T1-4 (Temple of Elemental Evil) which I am converting to 5th Ed, hopefully keeping two sessions ahead of them as we go. I have a notebook in my jacket pocket, scribbling story hooks or plot devices in at otherwise idle moments, to bring the existing adventure as written more to life and make it memorable. And here's the question: do you think that DM's today need more "hand-holding" than they did twenty years ago? There seems to be a need to have every eventuality mapped out in advance, keeping the players on track, rather than running with it and seeing where everyone ends up. Is that where you see the adventure designer heading, or is there still room for a more "Gygaxian" approach to adventure design? [/QUOTE]
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AMA (Thurs April 30): Wolfgang Baur (Kobold Press, TSR, DUNGEON Magazine, D&D 5E Tyranny of Dragons, Advanced Races Compendium)
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