Well, I can't argue with a man that says "tin lizzie". Though we were on opposite sides of the battlefield today, I salute you and look forward to all the thought provoking discussions you will no doubt be initiating here in the near future.
Well then, you're dismissed Lt., and apology accepted. Though there's really nothing to apologize for.
See ya at your next posting.
How would the OP (please reply, if reading!) assess Expedition to the Barrier Peaks?
I actually ran that module/campaign a long time ago in my first world setting. I changed around a lot of things in it, extracting a lot of the technological elements or severely limited them, or made then into other things with very limited usage, etc. I thought it was a very creative idea for a module, but just kinda hit and miss execution. So although I really liked it in one way, I didn't like it so much in another cause I had no intention of having my guys running round with lasers and whatnot.
My favorite module of that general time period was
Tomb of Horrors which one of my best friends ran and I got to play in (I almost never played, I was almost always DM) and it was the single best store-bought module/playing experience I ever had. It was creepy, unusual, unique, rather brilliant, you never knew what you were gonna encounter next, and it was outright fun. He did a really good job of execution too, and so I loved that thing. Never ran it, because after I played in it I never wanted to, I just thought it was so good I wanted to leave it there. But recently I bought and downloaded the original and have thought about modifying it for a current game.
One of the really good things about modules form that era is that you could take any of them and with very, very slight modification adapt them to practically any D&D world, game, or campaign. There was coherence and stability and a certain unity which is totally lacking in most support products nowadays. As I argued above.
Years later by the way the same friend ran a campaign in his world (which was a series of island continents, some very small, some large) and one of the adventures dealt with a crashed landing site. I played that too and although it involved a wrecked spaceship we never figured that out til he told us after the game was over. In that adventure the aliens were a race of giants, of various sizes, whose ship had crashed on my friends world. Being unable to escape, these giants (the only giants on that world), who were very intelligent had reconfigured their technology in such a way as to make it appear as magical items. They had disassembled their ship and built a fortification out of it on a smaller island which resembled a huge hall and series of buildings which was their outpost. All of their technology they disguised or reconfigured as magical, and it appeared that way and seemed to function in that way. It made for a very interesting campaign because the giants had undertaken a series of exploratory quests to recover various magical items to see if they could adapt these magical items into useful technology to effect either their escape or rescue from that world. So we ended up in a series of expeditions in which we found ourselves competing directly or indirectly with giant agents hoping to gather magical devices or items before we did. The local populations and leaders were also terrified of the giants who they had never seen before and often tried to hire us to fight them or encouraged us to oppose them, and the giants, wishing to maintain their disguise and true nature never leveled with us as to their real intentions. It was a really clever idea and one of the best campaigns I ever engaged in as a player. I'm sure it was based on
Expedition to the Barrier Peaks but much better done and a far better modification of the same general concept.
If anything's wrong with the fantasy of "these kids today" it's that it isn't weird enough. It's all rationalistic and standardized and kind of corporate.
That's kind of an interesting reverse angle on the point and one I hadn't considered in quite that way. But it makes sense to me in a way.
In your case, you see elements of the modern game to cater to the senses and desires of the participants in a pornographic way that ultimately will leave them hollow and unfulfilled.
Thanks for setting those who didn't catch it straight. It saved me yet another explanation.
And you did it succinctly and well.
Our gaming styles have at least some similarity so lets see if we can set up a game.
I'm not sure how we could do that, as I don't engage in network D&D games, just the old fashioned paper and pencil kind and not sure we live near one another. But you're welcome to contact me about it anyway. I'll zip ya a zip line when I get some free time.
I am however, with the urging of my friends and players gonna put up a website about my world and the campaigns that take place within it. When it's up I'll let that out too. But I'm extremely busy with a very heavy workload right now so that might take me awhile. Anywho I got most everything ready I guess but the thought of building another website, for personal, hobby, or business purposes kinda makes me queasy. I've had my fill of doing stuff for the internet lately. I'm gonna be on assignment for awhile anyway, but I get my last vacation of the summer soon and maybe I'll have some time then.
but without many good yoinkable quotations.
Well, you know what they say. One man's yoinkable is another man's "one that got away." I guess what I'm trying to say is that sometimes you take your yoinkable moments where you can get em. So good luck with that then.
Sorry I couldn't get to everyone but I'm tapped out and overworked right now, and the wife is on my tail about coming to bed and you all know how that is. If I don't reply I'm busy elsewhere.
But please carry on as you were if you wanna.
You guys have some interesting arguments.