TerraDave
5ever, or until 2024
Monte At Home said:Yes. (You'll be hearing more about that really quite soon.)
very cool (both for the reply and that the adventure/s are coming)

Monte At Home said:Yes. (You'll be hearing more about that really quite soon.)
JamesDJarvis said:You fell for the big McGuffin. The original game is about surviving the hazards of the ship. It is all about personal and group power, one of the PC ability scores is Leadership which is used to gain a body of followers (also a means for humans to gain mutnat powers by getting mutant subordinates). The ship is likely doomed (unless a Shipmaster decides otherwise).
JamesDJarvis said:It is huge. It is confined. Learning how to get from deck to deck and from section to section requires over coming hazards and accquiring tools to do so, simply learning where things are is not going to do the trick. Big dungeons are like that.
JamesDJarvis said:The occupants of moonbase alpha are aware of its capbilities and topography. What they are not aware of is the area it is passing through. Moonbase Alpha is a vessel a lost and wandering one full of hopeful individuals seeking a home, It is a wagon train type situation. It is not a "dungeon".
JamesDJarvis said:You could be on the mark with Logans Run. I could be focusing too muych on why the characters are doing what they are doing.
"Y'know, ever since we stopped being good at this we haven't been successful. The problem must be that there's no market."Monte At Home said:Well, that was indeed the point of the piece that the quote was originally taken from. In the old days, TSR focused on modules and sold a boatload of them. Then they put less focus on them, and they stopped selling, and ever since "adventures don't sell."
Absolutely.Monte At Home said:(Good) adventures are important in the grand scheme of the game. They encourage actual play in a way that a sourcebook does not. They don't allow for system creep or for broken or ill-conceived rules to slip into the game. They help show new DMs how the game can be played. They inspire through example.
In fact, even if I'm wrong, and adventures can never be made to sell well again, the values I just mentioned, from the point of view of the long-term health of the game, still make them worth doing in some fashion.
The Shaman said:"Y'know, ever since we stopped being good at this we haven't been successful. The problem must be that there's no market."Absolutely.