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<blockquote data-quote="MerricB" data-source="post: 6721984" data-attributes="member: 3586"><p><strong>Originally posted by thorbardin:</strong></p><p></p><p>Well let us know how the adventure plays out, if you run into any more sore points, and what - if anything - you're DM does to address some of the issues. I for one am curious.</p><p> </p><p>I am the stereotypical oldtimer who didn't fall in love with 4e, but it was all good... I found Dark Heresy, Rogue Trader, Star Wars, Burning Wheel, Torch Bearer and Dungeon Crawl Classics as a result. I'm looking forward to playing 5e, and I'm mostly positive about what they've done. But the proof they say is in the eating. There are a couple of weird things I don't understand (Primeval Awareness), but for the most part I applaud the effort. </p><p> </p><p>Our last great 2-year campaign as a group was 12 years ago with 3e, and it'd be great to have a similar experience, where the rules get out of the way of the greater story.</p><p> </p><p>When I was a teenager there was little to no playing of a role - let's say we weren't nuanced (angry dwarf, snooty elf, irritating cleric, mischevious halfling, etc...). There were monsters, dice rolls, keyed dungeon areas and random loot tables. Making a dungeon on graph paper was a great way to spend 4 hours. It was a game first, and a way to live a story a distant second. The modules back then were mostly written for this play style. Room by room dungeon clearing. Listen at door checks. One module that wasn't like (at least in my memory it stands out to be more story than dungeon crawler) was the original Ravenloft. That adventure opened my eyes to creating a superstructure that contains the episodic adventures of the heroes; the campaign. As I've grown older, in the pie of roleplaying love... less of the pie is strictly from the game systems, and more is from the collaborative narrative that develops. For me, the modules that shine are ones that deliver story and motivation, before introducing wandering monster tables, and keyed dungeon areas. Although, I should probably reread Ravenloft and see if it lives up to my nostalgia. chuckle.</p><p> </p><p>As an aside, the two adventures <strong>Murder in Baldur's Gate</strong> and <strong>Legacy of the Crystal Shard</strong> are really well put together, with lots of help for the DM to manage their structure. </p><p> </p><p> </p></blockquote><p></p>
[QUOTE="MerricB, post: 6721984, member: 3586"] [b]Originally posted by thorbardin:[/b] Well let us know how the adventure plays out, if you run into any more sore points, and what - if anything - you're DM does to address some of the issues. I for one am curious. I am the stereotypical oldtimer who didn't fall in love with 4e, but it was all good... I found Dark Heresy, Rogue Trader, Star Wars, Burning Wheel, Torch Bearer and Dungeon Crawl Classics as a result. I'm looking forward to playing 5e, and I'm mostly positive about what they've done. But the proof they say is in the eating. There are a couple of weird things I don't understand (Primeval Awareness), but for the most part I applaud the effort. Our last great 2-year campaign as a group was 12 years ago with 3e, and it'd be great to have a similar experience, where the rules get out of the way of the greater story. When I was a teenager there was little to no playing of a role - let's say we weren't nuanced (angry dwarf, snooty elf, irritating cleric, mischevious halfling, etc...). There were monsters, dice rolls, keyed dungeon areas and random loot tables. Making a dungeon on graph paper was a great way to spend 4 hours. It was a game first, and a way to live a story a distant second. The modules back then were mostly written for this play style. Room by room dungeon clearing. Listen at door checks. One module that wasn't like (at least in my memory it stands out to be more story than dungeon crawler) was the original Ravenloft. That adventure opened my eyes to creating a superstructure that contains the episodic adventures of the heroes; the campaign. As I've grown older, in the pie of roleplaying love... less of the pie is strictly from the game systems, and more is from the collaborative narrative that develops. For me, the modules that shine are ones that deliver story and motivation, before introducing wandering monster tables, and keyed dungeon areas. Although, I should probably reread Ravenloft and see if it lives up to my nostalgia. chuckle. As an aside, the two adventures [b]Murder in Baldur's Gate[/b] and [b]Legacy of the Crystal Shard[/b] are really well put together, with lots of help for the DM to manage their structure. [/QUOTE]
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