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<blockquote data-quote="Gus L" data-source="post: 9318365" data-attributes="member: 7045072"><p>I don't know about a good thing. Many people enjoy the contemporary play style and it's not my place to say they should enjoy the one I like instead. </p><p></p><p>But for me the main issue is the mechanics of 5E don't work very well dungeon crawling, even as they manage to preempt the areas where exploration mechanics slot in best. Second, one is faced with changed player expectations. Lastly, while both of these could theoretically be changed, and presumably someone has the time and mental energy to play through complex exploration and complex combat, older adventures will still require redesign, because the means of handling these things in older simpler rulesets are different.</p><p></p><p>At a certain point I think it's better to either play an adventure in the system it's designed for or take its core ideas and rewrite it oneself for the system one is using. </p><p></p><p>I also fully accept that some people can or believe they can make these changes on the fly because of their experience at running games, but I'll say after decades of running D&D and some reasonable successes as an adventure designer, I haven't personally managed it in a way that's satisfying to me or my players, and I don't think I'm alone in that.</p></blockquote><p></p>
[QUOTE="Gus L, post: 9318365, member: 7045072"] I don't know about a good thing. Many people enjoy the contemporary play style and it's not my place to say they should enjoy the one I like instead. But for me the main issue is the mechanics of 5E don't work very well dungeon crawling, even as they manage to preempt the areas where exploration mechanics slot in best. Second, one is faced with changed player expectations. Lastly, while both of these could theoretically be changed, and presumably someone has the time and mental energy to play through complex exploration and complex combat, older adventures will still require redesign, because the means of handling these things in older simpler rulesets are different. At a certain point I think it's better to either play an adventure in the system it's designed for or take its core ideas and rewrite it oneself for the system one is using. I also fully accept that some people can or believe they can make these changes on the fly because of their experience at running games, but I'll say after decades of running D&D and some reasonable successes as an adventure designer, I haven't personally managed it in a way that's satisfying to me or my players, and I don't think I'm alone in that. [/QUOTE]
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