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How did you play back in the day? - forked from Q's Leveling Comparisons
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<blockquote data-quote="Storm Raven" data-source="post: 4871370" data-attributes="member: 307"><p>At the outset we played modules when they were available (and we had characters the right level to play them). When a new module came out, it was usually snapped up and thrown into the mix by one of us acting as DM. If an adventure appeared in <em>The Dragon</em>, that would get played too, and some of the early adventures from there were awful, or bizarre, or both.</p><p></p><p>Usually we rotated DMs, based upon who had completed something, we had different characters in different DMs games, so we usually had someone the right level to play just about anything. One constant was that every DM had a world map (most of which bore more than a passing resemblance to Middle-Earth), but that mostly served merely as a place to locate various adventures.</p><p></p><p>We played three to four times a week at least, and more during summer when school was out, so we went through most published adventures really quickly. The interstitial periods were spent playing home grown adventures. Some of the DMs went to far as to completely emulate published adventures in the design of their own: putting covers with bad art on them, writing introductions and so on. That was rare. Often it was a couple pieces of graph paper, a spiral notebook, and a lot of pencil.</p><p></p><p>No one used megadungeons. I think the "deepest" complex anyone made for use was four levels in one dungeon. I remember sitting around with my friends looking at the side view of dungeons in (if I recall correctly) the Red book that had a huge dungeon complex and everyone agreeing that (1) the side view was silly, and (2) the concept of the ultradeep complex was sillier.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 4871370, member: 307"] At the outset we played modules when they were available (and we had characters the right level to play them). When a new module came out, it was usually snapped up and thrown into the mix by one of us acting as DM. If an adventure appeared in [i]The Dragon[/i], that would get played too, and some of the early adventures from there were awful, or bizarre, or both. Usually we rotated DMs, based upon who had completed something, we had different characters in different DMs games, so we usually had someone the right level to play just about anything. One constant was that every DM had a world map (most of which bore more than a passing resemblance to Middle-Earth), but that mostly served merely as a place to locate various adventures. We played three to four times a week at least, and more during summer when school was out, so we went through most published adventures really quickly. The interstitial periods were spent playing home grown adventures. Some of the DMs went to far as to completely emulate published adventures in the design of their own: putting covers with bad art on them, writing introductions and so on. That was rare. Often it was a couple pieces of graph paper, a spiral notebook, and a lot of pencil. No one used megadungeons. I think the "deepest" complex anyone made for use was four levels in one dungeon. I remember sitting around with my friends looking at the side view of dungeons in (if I recall correctly) the Red book that had a huge dungeon complex and everyone agreeing that (1) the side view was silly, and (2) the concept of the ultradeep complex was sillier. [/QUOTE]
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