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Have the third-party d20 publishers failed?
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<blockquote data-quote="Henry" data-source="post: 1735942" data-attributes="member: 158"><p>This shows me just how different various gamers' experiences were. Looking back over the Keep on the Borderlands, I am amazed at just how much material that little module contained. At age 10, I was solely unappreciative of the amount of good DMing info contained in that thing - I played it as a straight up dungeon crawl, monsters in each room, etc. Later in life, re-reading it, I realized what all it contained:</p><p></p><ul> <li data-xf-list-type="ul"> A comperhensive home base for the PC's to stage their expeditions taming the wilds, complete with fleshed out NPC's with goals and alliances</li> <li data-xf-list-type="ul"> A rather large area to wander in, to have adventures in, or for a DM to introduce new elements into, such as bandit camps, new threats such as lizard men, and a a "cave of the unknown" to try my hand at</li> <li data-xf-list-type="ul"> A whole page of DM'ing advice at the start, arranging for a caller, dispelling adversarial DM/PC relations, and advice on roleplay</li> <li data-xf-list-type="ul">It taught me the importance and value of rumors and involvement in the campaign worldm particularly in the Keep and the human inhabitants of the caves;</li> <li data-xf-list-type="ul">Reward that was non-monetary in nature</li> <li data-xf-list-type="ul">It taught me about dynamic alliances between inhabitants in a community, even a community of monsters</li> <li data-xf-list-type="ul">It taught me that monsters should and do react to player losses as well as player victories; it even introduced the concept of replacing or tallying losses in an NPC stronghold depending on how the game went</li> <li data-xf-list-type="ul">Finally, for a ten year old who had never heard the words "castellan", "caraffe", "portcullis", etc. it expanded my vocabulary with an index for these terms.</li> </ul><p></p><p>One heck of a feat for a slim 16-page adventure with two maps!</p></blockquote><p></p>
[QUOTE="Henry, post: 1735942, member: 158"] This shows me just how different various gamers' experiences were. Looking back over the Keep on the Borderlands, I am amazed at just how much material that little module contained. At age 10, I was solely unappreciative of the amount of good DMing info contained in that thing - I played it as a straight up dungeon crawl, monsters in each room, etc. Later in life, re-reading it, I realized what all it contained: [list] [*] A comperhensive home base for the PC's to stage their expeditions taming the wilds, complete with fleshed out NPC's with goals and alliances [*] A rather large area to wander in, to have adventures in, or for a DM to introduce new elements into, such as bandit camps, new threats such as lizard men, and a a "cave of the unknown" to try my hand at [*] A whole page of DM'ing advice at the start, arranging for a caller, dispelling adversarial DM/PC relations, and advice on roleplay [*]It taught me the importance and value of rumors and involvement in the campaign worldm particularly in the Keep and the human inhabitants of the caves; [*]Reward that was non-monetary in nature [*]It taught me about dynamic alliances between inhabitants in a community, even a community of monsters [*]It taught me that monsters should and do react to player losses as well as player victories; it even introduced the concept of replacing or tallying losses in an NPC stronghold depending on how the game went [*]Finally, for a ten year old who had never heard the words "castellan", "caraffe", "portcullis", etc. it expanded my vocabulary with an index for these terms. [/list] One heck of a feat for a slim 16-page adventure with two maps! [/QUOTE]
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