No need to worry or be sorry, the responses (including this one) are all valuable. And perhaps I was (unintended, but still) a little bit vague. Thanks again.Ah, sorry - I was thinking obviously more about at-table resources moreso than prep.
No need to worry or be sorry, the responses (including this one) are all valuable. And perhaps I was (unintended, but still) a little bit vague. Thanks again.Ah, sorry - I was thinking obviously more about at-table resources moreso than prep.
I may be wildly mistaken, but. As far as the 'old-school' material or general presentation goes: I really have a hard time trying to grasp the material the way it is presented. By contrast (and I am not saying it is perfect by any means) I read the D&D 5e starter set 'Lost Mine of Phandalver' (after we finished the campaign, so no spoilers, and I was wondering what the source material was that our DM had to work with) that all seemed to be presented in a way that I could almost - almost - think of being able to run myself, if it would ever come to that.A lot of my adventure design roots came from the old 1E & B/X adventures and disassembling those to put together my own stuff. However, I greatly enjoyed the Reincarnated series, especially "Into the Borderlands", "Isle of Dread" and "The Lost City" as not only did they reproduce the originals and convert these to 5E, but they got the authors to go into the design aspects of these adventures so you got insights into why they did what they did and point out some of the more interesting aspects of these adventures. Out of the three mentioned above I find I like "The Lost City" the most, because it isn't just a run-of-the-mill dungeon crawl, it's an investigation into the collapse of a whole society and interaction (and possibly rebuilding) while dealing with a powerful (but not world-ending) enemy force/organization.
That explains a lot. The old school stuff is rich in content ideas and fluff but one thing it is not: Ready to play out of the box.I may be wildly mistaken, but. As far as the 'old-school' material or general presentation goes: I really have a hard time trying to grasp the material the way it is presented. By contrast (and I am not saying it is perfect by any means) I read the D&D 5e starter set 'Lost Mine of Phandalver' (after we finished the campaign, so no spoilers, and I was wondering what the source material was that our DM had to work with) that all seemed to be presented in a way that I could almost - almost - think of being able to run myself, if it would ever come to that.
PS: I only came to D&D with 5e, and am only playing for a few years.
It may very well be the case that us old-timers worked with the stuff we had at hand back in the day and just sort of had to puzzle it out. Though I do feel that those old modules still have a lot of good rooms/encounters to pull out and plop into current games. As teaching tools, they're not so great compared to modern offerings - good as pre-built encounters/resources though. I will say that I've kept all my 1E adventures, but there's not one 2E adventure I felt worth keeping in my library - and a lot of that is due to the railroading/metaplot of those later adventures.I may be wildly mistaken, but. As far as the 'old-school' material or general presentation goes: I really have a hard time trying to grasp the material the way it is presented. By contrast (and I am not saying it is perfect by any means) I read the D&D 5e starter set 'Lost Mine of Phandalver' (after we finished the campaign, so no spoilers, and I was wondering what the source material was that our DM had to work with) that all seemed to be presented in a way that I could almost - almost - think of being able to run myself, if it would ever come to that.
PS: I only came to D&D with 5e, and am only playing for a few years.
Well 2e ravenloft partially has the best fleshed out npcs ever from that era, and the biggest roleplay support (it even surpasses modern material rp wise). But again, you could not really play this stuff out of the box, but it usually required less work than the vanilla stuff.It may very well be the case that us old-timers worked with the stuff we had at hand back in the day and just sort of had to puzzle it out. Though I do feel that those old modules still have a lot of good rooms/encounters to pull out and plop into current games. As teaching tools, they're not so great compared to modern offerings - good as pre-built encounters/resources though. I will say that I've kept all my 1E adventures, but there's not one 2E adventure I felt worth keeping in my library - and a lot of that is due to the railroading/metaplot of those later adventures.
You also bring up another wonderful item - the starter set adventure "Lost Mine of Phandelver" I think is a great adventure that really hits all the "this is D&D's essence" for me. I had a great time with that adventure, and would probably rank it as #2 of 5E adventures (with Curse of Strahd being number #1, but then I've always loved Castle Ravenloft and the villain Strahd).
Thanks, Mike. I love your stuff and I'm floored every time I'm reminded you've released this stuff under the CC-BY license. You're good people. You make the hobby better. Thank you.Thanks for mentioning Return of the Lazy Dungeon Master and Rise of the Lazy Gamemaster!
Here's a CC-released free document with a bunch of material to help people prep and run their games:
The Lazy GM's Resource Document
Lazy GM guidelines and resources for 5th edition compatible and other fantasy tabletop roleplaying games.slyflourish.com
and one for monsters:
The Lazy GM's 5e Monster Builder Resource Document
Lazy GM guidelines for building and running 5th edition compatible monsters.slyflourish.com