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General Tabletop Discussion
*TTRPGs General
Is The Keep on the Borderlands a well-designed adventure module?
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<blockquote data-quote="mearls" data-source="post: 2943945" data-attributes="member: 697"><p>Wow! That review is a blast from the past!</p><p></p><p>It was meant partially as a satire, partially as a serious question along the lines of, "Would D&D have been more popular, or even mainstream, if B2 had been better designed?"</p><p></p><p>There was definitely a time when I considered B2 a terrible module. Seven years ago, I had much different ideas of what made a good RPG product than I do today. Of course, seven years ago I wasn't a professional game designer. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Today, I think that B2 is a very interesting model for doing things. I sometimes wonder if this barebones level of design is all that gamers really need. We talk about versimilitude (man, I'm sure I misspelled that), story, detail, and so on, but do we really need a designer to give us that?</p><p></p><p>I'm running a one shot D&D game for a few people this Saturday. On one hand, I'd like to use one of the many, and quite good, modules I have lying around. On the other hand, it's pretty easy to come up with a story, stat out some NPCs, and run something. For some inexplicable reason - maybe it's the wererat rogue minis I have on my computer - I want to run a city adventure with wererats, a chase through the sewers, a fight in a room with a giant waterfall in the middle, a scene with the strange market hidden beneath the city, and another scene in the equally strange tavern in that market.</p><p></p><p>In a way, the more detail that a product offers the harder it is for me to fit the story I want to tell into it. The barebones approach, like the one taken by Wilderlands of High Fantasy, makes it really easy to do what you want.</p><p></p><p>I think part of the reason I'm so excited about the Goodman Games Dungeon Crawl Classic setting is that it really feels like a setting where I can slot in the different stories I want to tell, along with the existing DCCs.</p><p></p><p>So, I think that B2 is a very interesting design model, one that we haven't really seen in the industry despite the popularity of retro design. It's a good design, and I'd be curious to see what kind of sales numbers a module written in the same style could generate.</p><p></p><p>Of course, ask me again in seven years and maybe I'll have a different answer. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Interestingly enough, that review prompted Dale Donovan and John Tynes to email me (they had very different reactions), and the RPG.net admin at the time (Sandy Antunes?) asked if I wanted to do a column for the site. It sort of helped me break into the business. Ironic, isn't it?</p></blockquote><p></p>
[QUOTE="mearls, post: 2943945, member: 697"] Wow! That review is a blast from the past! It was meant partially as a satire, partially as a serious question along the lines of, "Would D&D have been more popular, or even mainstream, if B2 had been better designed?" There was definitely a time when I considered B2 a terrible module. Seven years ago, I had much different ideas of what made a good RPG product than I do today. Of course, seven years ago I wasn't a professional game designer. ;) Today, I think that B2 is a very interesting model for doing things. I sometimes wonder if this barebones level of design is all that gamers really need. We talk about versimilitude (man, I'm sure I misspelled that), story, detail, and so on, but do we really need a designer to give us that? I'm running a one shot D&D game for a few people this Saturday. On one hand, I'd like to use one of the many, and quite good, modules I have lying around. On the other hand, it's pretty easy to come up with a story, stat out some NPCs, and run something. For some inexplicable reason - maybe it's the wererat rogue minis I have on my computer - I want to run a city adventure with wererats, a chase through the sewers, a fight in a room with a giant waterfall in the middle, a scene with the strange market hidden beneath the city, and another scene in the equally strange tavern in that market. In a way, the more detail that a product offers the harder it is for me to fit the story I want to tell into it. The barebones approach, like the one taken by Wilderlands of High Fantasy, makes it really easy to do what you want. I think part of the reason I'm so excited about the Goodman Games Dungeon Crawl Classic setting is that it really feels like a setting where I can slot in the different stories I want to tell, along with the existing DCCs. So, I think that B2 is a very interesting design model, one that we haven't really seen in the industry despite the popularity of retro design. It's a good design, and I'd be curious to see what kind of sales numbers a module written in the same style could generate. Of course, ask me again in seven years and maybe I'll have a different answer. ;) Interestingly enough, that review prompted Dale Donovan and John Tynes to email me (they had very different reactions), and the RPG.net admin at the time (Sandy Antunes?) asked if I wanted to do a column for the site. It sort of helped me break into the business. Ironic, isn't it? [/QUOTE]
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Is The Keep on the Borderlands a well-designed adventure module?
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