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L&L 8/19/13: The Final Countdown
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<blockquote data-quote="DEFCON 1" data-source="post: 6172300" data-attributes="member: 7006"><p>And let's also be honest here... even Basic and 1e adventures tend to blow too.</p><p></p><p>I mean... White Plume Mountain? Makes absolutely no goddamn sense. Bunch of traps lined up willy-nilly and monsters just hanging out in tiny rooms for absolutely no reason and no conceivable way for them to survive.</p><p></p><p>But because they came out back when many of us were kids and also before coherent adventure design was an actual thing... we look at them through rose-colored glasses.</p><p></p><p>I mean hell... I've looked through dozens upon dozens of them trying to see what I could scavenge and put into several of my campaigns... and most of them are just dungeons or locations where a monster or two just "hangs out" and where you're expected to just go and kill it. That's it. That's the adventure. "Here's an old ruin where it's rumored MacGuffin X can be found"... and you go there and run into a bunch of monsters to kill and a trap or two to avoid before you find X. An adventure that anyone could really create using a map and a random monster generator.</p><p></p><p>I think the idea that the "old modules were better" is for the most part a fallacy. The only difference is that there were a crapton more adventures published back then... so getting one or two that actually were good was more likely to occur just from sheer numbers. But you had to sift through a pile of dung to find them.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6172300, member: 7006"] And let's also be honest here... even Basic and 1e adventures tend to blow too. I mean... White Plume Mountain? Makes absolutely no goddamn sense. Bunch of traps lined up willy-nilly and monsters just hanging out in tiny rooms for absolutely no reason and no conceivable way for them to survive. But because they came out back when many of us were kids and also before coherent adventure design was an actual thing... we look at them through rose-colored glasses. I mean hell... I've looked through dozens upon dozens of them trying to see what I could scavenge and put into several of my campaigns... and most of them are just dungeons or locations where a monster or two just "hangs out" and where you're expected to just go and kill it. That's it. That's the adventure. "Here's an old ruin where it's rumored MacGuffin X can be found"... and you go there and run into a bunch of monsters to kill and a trap or two to avoid before you find X. An adventure that anyone could really create using a map and a random monster generator. I think the idea that the "old modules were better" is for the most part a fallacy. The only difference is that there were a crapton more adventures published back then... so getting one or two that actually were good was more likely to occur just from sheer numbers. But you had to sift through a pile of dung to find them. [/QUOTE]
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L&L 8/19/13: The Final Countdown
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