D&D General GMing and "Player Skill"

How does this square with the way a lot of old-school adventures are presented? Because, frankly, a lot of them look like"door-kicking hack and slash" to me, from the outside looking in. Especially if the adventure is quite linear.
I think when talking modules its important to be specific to which ones youre thinking of.

There's a difference between Dragonlance and I6, T1 and B2, and the Caverns of Thracia and other JG products in expectations for modules. Not to mention the modules that were explicitly tournament modules which have their own constraints and assumptions based on the format and original context.

Just as there are people who claimed to never play the way the primer suggests, it didnt come from nowhere, and there are people who really did play that way from the start that informed Finchs work. Both can exist and be true.
 

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