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Can someone explain what "1st ed feel" is?
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<blockquote data-quote="Henry" data-source="post: 47011" data-attributes="member: 158"><p>...And B2 Keep on the Borderlands was at the other end of the spectrum.</p><p></p><p>This adventure is one of TSR's best-selling adventures EVER. It had a fully-fleshed-out Keep at the edge of civilization, it had interesting and memorable encounters scattered throughout the woodlands (who could forget the mad hermit and his Wildcat?) and it had a series of humanoid tribes in the caves of Chaos who had banded together for mutual protection (but not without a healthy dose of suspicion amongst one another). Why was the Minotaur's lair in there? Because when the Humanoids located here, the Minotaur's lair was already there, and they gave him a wide berth - occasionally making offerings to him to keep him from killing them all. The other humanoids had banded together under the influence of the Evil Priest and the place even had several hidden rooms where the tribal leaders met and dealt with one another politically. The place had it all!</p><p></p><p>Yet, one of the prime complaints I always heard on the internet were, "Why would so many different humanoids have gathered in one place like a vegetable tray?" These usually came from players who had never so much as seen the module, but had only heard of it second-hand, or from bashers who never took the time to really read the thing and note the tremendous amount of crunchy bits and behind-the-scenes stuff that made it such a good module. And all within a scant few pages! (I think 20 or so pages? Anyone have an exact count?)</p><p></p><p>Keep on the Borderlands was a mini-campaign all unto itself, and contained enough detail to keep people adventuring there for several levels, and even establish a home base there! Don't get me wrong - I loved the Dark Sun, Night Below, Council of Wyrms, Planescape etc. Setting, but In the 1990's, it took a boxed set to give someone the basics of a full-fledged campaign - something that in the 1980's was being done with one thin little book.</p><p></p><p>God only knows how many campaigns have had a "Keep on the Fringes" because of this module. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>P.S. Regarding the influence of White Wolf on setting-based campaigns - I had one unfortunate experience with White Wolf's World of Darkness setting, and decided to never return. With a better GM, perhaps I may one day give it another whirl, but if want to play that way, I'll take up either Mind's Eye or community theater. In my previous experience, that kind of influence only appeals to a narrow audience (compared to the heyday of RPG's in the 1980's), and only lasts for very short times.</p></blockquote><p></p>
[QUOTE="Henry, post: 47011, member: 158"] ...And B2 Keep on the Borderlands was at the other end of the spectrum. This adventure is one of TSR's best-selling adventures EVER. It had a fully-fleshed-out Keep at the edge of civilization, it had interesting and memorable encounters scattered throughout the woodlands (who could forget the mad hermit and his Wildcat?) and it had a series of humanoid tribes in the caves of Chaos who had banded together for mutual protection (but not without a healthy dose of suspicion amongst one another). Why was the Minotaur's lair in there? Because when the Humanoids located here, the Minotaur's lair was already there, and they gave him a wide berth - occasionally making offerings to him to keep him from killing them all. The other humanoids had banded together under the influence of the Evil Priest and the place even had several hidden rooms where the tribal leaders met and dealt with one another politically. The place had it all! Yet, one of the prime complaints I always heard on the internet were, "Why would so many different humanoids have gathered in one place like a vegetable tray?" These usually came from players who had never so much as seen the module, but had only heard of it second-hand, or from bashers who never took the time to really read the thing and note the tremendous amount of crunchy bits and behind-the-scenes stuff that made it such a good module. And all within a scant few pages! (I think 20 or so pages? Anyone have an exact count?) Keep on the Borderlands was a mini-campaign all unto itself, and contained enough detail to keep people adventuring there for several levels, and even establish a home base there! Don't get me wrong - I loved the Dark Sun, Night Below, Council of Wyrms, Planescape etc. Setting, but In the 1990's, it took a boxed set to give someone the basics of a full-fledged campaign - something that in the 1980's was being done with one thin little book. God only knows how many campaigns have had a "Keep on the Fringes" because of this module. :D P.S. Regarding the influence of White Wolf on setting-based campaigns - I had one unfortunate experience with White Wolf's World of Darkness setting, and decided to never return. With a better GM, perhaps I may one day give it another whirl, but if want to play that way, I'll take up either Mind's Eye or community theater. In my previous experience, that kind of influence only appeals to a narrow audience (compared to the heyday of RPG's in the 1980's), and only lasts for very short times. [/QUOTE]
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Can someone explain what "1st ed feel" is?
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