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General Tabletop Discussion
*TTRPGs General
Classic dungeons: What makes them great?
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<blockquote data-quote="Hussar" data-source="post: 3741697" data-attributes="member: 22779"><p>And this is different from current modules how? Look at the obituary posts for Shackled City or Age of Worms. My World's Largest Dungeon game averaged a PC fatality every 3 weeks. You can die in all editions of the game pretty easily.</p><p></p><p></p><p></p><p>Which classic module would you be referring to other than perhaps B2 which was actually not a 1e module? Cult of the Reptile God - very clear plot line. Sinister Secret of Saltmarsh - clear plotline. Temple of Elemental Evil - very clear plot line. A series - blindingly clear plot line. The "S" series are probably closest to what you are referring to, but, that was hardly the standard in 1e modules.</p><p></p><p></p><p></p><p></p><p>Depends on the module. Cult of the Reptile God is pretty linear, as is the Moathouse in Village of Homlet. White Plume Mountain is three linear paths. Tomb of Horrors couldn't be more linear if it tried. There is a pretty decent mix of linear and non-linear here. Never mind that classic 3e modules also display the same mix.</p><p></p><p></p><p></p><p></p><p>1e has a plethora of rules. I've never understood the idea that 1e is somehow more rules lite than 3e. Good grief, there were rules for catching random diseases of the month! Rules for how much space your character took up depending on which weapon he used. Basic/Expert D&D I freely agree is rules light. 1e? Not so much.</p><p></p><p>And, I would point out, Rule 0 exists in every edition.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3741697, member: 22779"] And this is different from current modules how? Look at the obituary posts for Shackled City or Age of Worms. My World's Largest Dungeon game averaged a PC fatality every 3 weeks. You can die in all editions of the game pretty easily. Which classic module would you be referring to other than perhaps B2 which was actually not a 1e module? Cult of the Reptile God - very clear plot line. Sinister Secret of Saltmarsh - clear plotline. Temple of Elemental Evil - very clear plot line. A series - blindingly clear plot line. The "S" series are probably closest to what you are referring to, but, that was hardly the standard in 1e modules. Depends on the module. Cult of the Reptile God is pretty linear, as is the Moathouse in Village of Homlet. White Plume Mountain is three linear paths. Tomb of Horrors couldn't be more linear if it tried. There is a pretty decent mix of linear and non-linear here. Never mind that classic 3e modules also display the same mix. 1e has a plethora of rules. I've never understood the idea that 1e is somehow more rules lite than 3e. Good grief, there were rules for catching random diseases of the month! Rules for how much space your character took up depending on which weapon he used. Basic/Expert D&D I freely agree is rules light. 1e? Not so much. And, I would point out, Rule 0 exists in every edition. [/QUOTE]
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