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"First Edition Feel"
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<blockquote data-quote="BiggusGeekus" data-source="post: 2414978" data-attributes="member: 1014"><p>According to another thread, the town has an assasins' guild, freak show, and fighter school. My hypothetical regatta was over the top, but the ferris wheel came dang close to making the cut. Obviously, I was being tounge-in-cheek, but I think I'll stand by my point. The smaller details, like exports, town size, and economy, help make a setting come alive.</p><p></p><p></p><p></p><p>True, but all that stuff was in there. Elves sang in elvish. Aragorn had a small knife on the outside of his scabbard that the character would use for skinning rabbits or whatever. The king of the Rohirim had etchings on the <em>inside</em> of his armor that the audience would never see. The extraneous details exsisted, they just never came up.</p><p></p><p></p><p></p><p>I guess what I'm getting at is that while I agree with this statement, I think it's the DM's job to decide what kind of game he's making. The guy who is envisioning Saltmarsh in his imagination before setting hands to keyboards has to do as much work as he can in both directions. No easy task. Of course, each type of DM (assuming a binary condition where only one or the other exists with no shades of gray) is going to think some of the material that doesn't suit his particular needs is "filler". </p><p></p><p>Bringing it back to topic, I think some of the better 1e modules had that. <em>Isle of Dread</em> and <em>Keep on the Borderlands</em> had lots of encounters that the party would probably never stumble on. Which I think is the best middle ground.</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 2414978, member: 1014"] According to another thread, the town has an assasins' guild, freak show, and fighter school. My hypothetical regatta was over the top, but the ferris wheel came dang close to making the cut. Obviously, I was being tounge-in-cheek, but I think I'll stand by my point. The smaller details, like exports, town size, and economy, help make a setting come alive. True, but all that stuff was in there. Elves sang in elvish. Aragorn had a small knife on the outside of his scabbard that the character would use for skinning rabbits or whatever. The king of the Rohirim had etchings on the [i]inside[/i] of his armor that the audience would never see. The extraneous details exsisted, they just never came up. I guess what I'm getting at is that while I agree with this statement, I think it's the DM's job to decide what kind of game he's making. The guy who is envisioning Saltmarsh in his imagination before setting hands to keyboards has to do as much work as he can in both directions. No easy task. Of course, each type of DM (assuming a binary condition where only one or the other exists with no shades of gray) is going to think some of the material that doesn't suit his particular needs is "filler". Bringing it back to topic, I think some of the better 1e modules had that. [i]Isle of Dread[/i] and [i]Keep on the Borderlands[/i] had lots of encounters that the party would probably never stumble on. Which I think is the best middle ground. [/QUOTE]
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