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<blockquote data-quote="Korgoth" data-source="post: 4403749" data-attributes="member: 49613"><p>Oh, well if "knightofround" found them boring then they must be. There's no chance that he might have missed the point of their design philosophy. I must have been experiencing some Matrix-type illusion all that time they were rocking my face off. If only I could take off my rosy-colored glasses. It's like the opposite of <em>They Live</em> or something.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/rant.png" class="smilie" loading="lazy" alt=":rant:" title="Rant :rant:" data-shortname=":rant:" /></p><p></p><p>Or, I may be going out on a limb here... maybe they were written with a different set of priorities. Maybe they still stand up after all this time because they were actually good. Maybe modules are different nowadays because they have a different set of assumptions and priorities.</p><p></p><p>Let's take "Sunless Citadel" for example, a module many here have probably played. It was basically linear in nature, with at most two paths, a sub boss or two and a main boss. To people who are looking for a "story" then that may work, but where I come from it's boring design. Where's the labyrinth of passages, the sublevels, the spelunking, the challenge? If the players don't (or can't) miss half the encounters, it's not a dungeon.</p></blockquote><p></p>
[QUOTE="Korgoth, post: 4403749, member: 49613"] Oh, well if "knightofround" found them boring then they must be. There's no chance that he might have missed the point of their design philosophy. I must have been experiencing some Matrix-type illusion all that time they were rocking my face off. If only I could take off my rosy-colored glasses. It's like the opposite of [i]They Live[/i] or something. :rant: Or, I may be going out on a limb here... maybe they were written with a different set of priorities. Maybe they still stand up after all this time because they were actually good. Maybe modules are different nowadays because they have a different set of assumptions and priorities. Let's take "Sunless Citadel" for example, a module many here have probably played. It was basically linear in nature, with at most two paths, a sub boss or two and a main boss. To people who are looking for a "story" then that may work, but where I come from it's boring design. Where's the labyrinth of passages, the sublevels, the spelunking, the challenge? If the players don't (or can't) miss half the encounters, it's not a dungeon. [/QUOTE]
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