My, how the adventures have changed...

Wik

First Post
So, since the beginning, there has been "that" adventure - we all know about it, we've all done it. Here, for your amusement, is my breakdown of how "That" adventure has played out over the years (and through the editions):


BECMI (or, "old D&D")

The party makes their way to the dungeon. Before leaving the town, they hire a guide, who is a basic 0th level man-at-arms. The process consists of dropping a few silver pieces, and the guide is nameless.

When the group reaches the dungeon, they leave the guide behind. They enter the dungeon, and fight twenty goblins. The wizard takes out a few with a well-cast sleep spell, before retreating and doing little in the combat, while the fighter and cleric perform much more ably. The fight takes a while (both in game, and out of game) - ten combat rounds, which translates to ten minutes in the game. But then, the goblins are dead.

The PCs loot the room, and search the place for secret doors. They find a concealed door in one wall, which leads to a treasure chest. The rogue searches for traps, but doesn't find any. Of course, his find traps skill is only 25%, so it's no surprise when the poison arrow trap is triggered, and the rogue is pricked and poisoned. He fails his save, and dies.

Opening the chest, they find a +1 longsword, which the fighter quickly accepts.

The PCs take their loot, and head home.

1E

Along the way to the abandoned monastery complex, the PCs encouter a hermit, who suggests that he accompany the PCs on their journey. They decide it is best that he do so, since he obviously knows the way there.

The monastery is mostly ruined, with only a few pillars of support on the surface, but their guide manages to find an entrance to the extensive monastery dungeons. The PCs prepare to enter, before the guide says "I will go no further; I will wait for you here."

Inside the dungeon, the PCs encounter a group of twelve goblins, lead either by "an especially large goblin" (a subchief) or an orc. The wizard still wipes out a few goblins with his sleep spell, while the dwarven fighter stands in the middle of the room, mostly dodging the goblins' attacks. The rogue pulls off a few shots with his short bow.

The fight takes almost ten minutes of game time, and significantly longer in real time. The group quickly decides to search the room, but wish to do so quickly, since wandering monsters could occur at any moment. Luckily, the elf in their party makes finding the concealed door that "pops" out of the wall easy. When they find the chest, the rogue searches it for traps, and doesn't find the poison arrow trap.

The rogue is poisoned, and dies. However, the group has managed to find a fair amount of wealth, including a red ruby. "No problem" says the dwarf. "We can raise our rogue when we return to the town".

Also in the chest is a +1 longsword, which the fighter takes proudly.

On the way out, the Guide waits for them. He backstabs the fighter, and then sneers "Hand over the red ruby, Or I will kill you all!"

A fight ensues, and the wizard is almost killed. The party returns to the town, broken and battered, but wiser for the experience.

2nd Edition

The group learns of the old Church of Shelae, a once-proud monastery that housed loyal acolytes. However, the PCs learn that several decades ago, a fire burned out the monastery, and many of the acolytes were burned alive in the blaze. Some say their ghosts haunt the monastery, and it has long been avoided...

The group - a Halfling Rogue loyal to his home village, a Vengeful Dwarven Fighter witha hatred for Orcs, an Elven Wizard/Fighter, and a kindly human cleric of Thor - make their way towards the dungeon, along the way encountering a guide named Finnaeus Marduk. After a lengthy RP session, Finnaeus agrees to escort the PCs to the monastery.

Many encounters ensue, including a whole side-adventure involving bandits. Also, both the dwarf and halfling get to make use of their mountaineering proficiency to flank the bandit party, while the elf finds a use for his heraldry skill. Eventually, though, the PCs make their way to the monastery, and make a thorough examination of the surface. In fact, there is an RP encounter with the ghost of one of the former abbots, who warns of grave danger in the monastery dungeons. "Beware the red ruby!"

Once the group enters the dungeon, they come across a group of eight goblins, as well as two goblins that are "considerably larger" than the rest. This fight lasts several minutes in game time, and ends when the wizard is able to cast a sleep spell.

The group then searches for secret doors. They find a concealed door, that had originally been put in the dungeon as a means of allowing a former acolyte to maintain an affair with one of the monastery nuns - in fact, this affair is somehow responsible for the whole place burning down (not that the PCs ever learn this, of course).

The chest is searched for traps. While the rogue could have put points into Find/Remove traps, he was, after all, a village halfling, and so decided to put points into Hide in Shadows, Move Silently, and Listen, meaning his Trapfinding skill is rather poor. The poor rogue opens the chest, and is poisoned. He fails his saving throw, and should die.

However, the GM has a sub-plot involving the rogue in mind next session, and so instead handwaves the scenario, instead inflicting just enough damage to put the halfling at 1 hit points.

Inside the chest is a +1 longsword. Everyone in the group looks at it, and decides it's useless - the fighter is proficient in axes, the halfling is too small, and the elf is proficient in short swords ("It's more in character!"). Since the item cannot be sold, the PCs leave it in the chest. But, hey, at least they found the red ruby!

On the way out, they are ambushed by Finnaeus. The dwarf lands a few strong hits, and one that should kill the traitor easily. However, the GM arranges the situation so that Finnaeus instead escapes - with the red ruby - so that the PCs can chase him in the next adventure.

3rd Edition/3.5E

The PCs approach the dungeon, a burned-out monastery. they've done some basic information gathering (particularly the rogue, who uses his gather information skill wisely!), but are ready to loot this dungeon!

Along the way, they encounter Finnaeus, who tries to convince his way to accompany the party. However, the Cleric and Rogue both have ranks in Sense Motive, and Finnaeus rolls low on his bluff check. The PCs realize his game, and surprise him. A fight ensues, and the mage blasts Finnaeus with a few spells, while the dwarven fighter power attacks for all he's worth.

Finn is killed in three rounds - less than twenty seconds.

Their resources expended, the group rests for the night, entering the monastery in the morning.

They make their way into the dungeon, and encounter a few small fights before coming across four goblin warriors (and a goblin expert with a crossbow), led by a goblin barbarian with improved initiative that flies into a rage. The mage casts a sleep spell that takes out two goblins, while the fighter and rogue square off against the barbarian. The cleric was able to cast a single buff spell on himself before the fight, and takes out the remaining goblins.

Afterwards, they decide to search the room. Knowing that they haven't found enough treasure commesurate with the CRs they have faced, they know treasure must be nearby, so they take 20 on their search checks - after all, wandering monsters are so passe.

They find a secret door, slide it open, and find the chest. The Rogue takes 20 on his search check, and finds the trap.

He decides to disable the device, while the rest of the group waits thirty feet away. While he fails on his check, and a needle device pokes him, the rogue "only" takes 2d6 points of constitution damage. Harmed, but not dead, the PCs open the chest, and find a red ruby (did I say ruby? I meant to say "Jade", or some other cheaper gem... they are only 1st level!) as well as a +1 longsword.

The dwarf can use the longsword, sure, but he has weapon focus in the war axe, so they just pack it away. They'll use it if they face a monster with damage reduction, but as soon as they can get magical weapons, they'll sell the sword and buy a cloak of resistance or something (the rogue could use that saving throw bonus against poisons!)

They make their way home, happy with their catch.

***

So, what's my point with all this? Besides being a little snarky:

1) That the rules systems of D&D do influence the game experience. Or, to put it another way, all those fond memories we have of BECMI cannot be re-enacted in 3E. The rules just don't allow it.

2) As the editions have progressed, fights have become smaller, while Player powers have grown.

3) 3rd edition has probably made the game more enjoyable for rogues, without relying on DM fiat.

And I'm sure there's a bunch of other points.

For what it's worth, I've played similar scenarios to those described above, and while I'm overgeneralizing, the outcomes are more or less how I've outlined it. BECMI tends towards simplistic descriptions, 1E tends towards a fair amount of detail, but is still focused on the dungeon; 2e tends to go overboard on detail, looks down on the dungeon experience, and often depends on GM fiat, while 3e often perhaps spends too much time and focus on the abilities of monsters.
 

log in or register to remove this ad

Wik said:
BECMI (or, "old D&D")

The fight takes a while (both in game, and out of game) - ten combat rounds, which translates to ten minutes in the game.

Nitpick: In BD&D, a round was 10 seconds.

3rd Edition/3.5E

I take it 3rd edition is not your favourite? :)

1) That the rules systems of D&D do influence the game experience. Or, to put it another way, all those fond memories we have of BECMI cannot be re-enacted in 3E. The rules just don't allow it.

Actually, with the exceptions of the "take 20 on Search" thing and the "selling magic items" thing, the differences are only in descriptions and numbers.

For example, the Bluff/Sense Motive thing comes down to numbers - if the traitor his a higher skill modifier, the scenario goes down exactly as in 1e. If the poison does 3d6 Con damage instead of 2d6, the Rogue is dead, just as in 1e.

If the DM describes the Goblin Barbarian as "a slightly larger Goblin", that encounter works the same as before as well.

I'm really not seeing much difference here. (Oh, and the "they know they haven't found enough treasure yet" is , I suspect, an intentional exaggeration. Different encounters should give different amounts of treasure, so while they might suspect more treasure, they shouldn't know... just as in previous editions.)

The "selling magic items" thing is a quirk of 3e. All I can suggest here is that the DM would be better off tailoring the items to the PCs more. Make it a +1 Waraxe, and the problem goes away. Better still, make it a "Weapon of Legacy" Waraxe, and they may never want to sell it (well, they wouldn't, if the WoL rules were better-implemented).

About Search:

The Search thing is another annoyance. I've been toying with some house rules in this area, with a view to shifting it back towards an older-school feel.

How about this: "When designing an area, the DM should divide it into 'zones'. For example, the walls might be one zone, while a painting hanging on one wall (and the safe behind said painting) is another zone. When the PCs Search, they must specify a zone to Search (rather than a 5 ft. cube).

If there is a Hazard in a zone (such as a trap or contact poison), there is a risk that the characters will be exposed to the Hazard before they find it. If a Search check fails to find the Hazard by 5 or more, the character is exposed to the Hazard, and suffers the appropriate consequences.

Characters may take 20 on Search checks. However, if there is a Hazard present in the zone, the character will automatically be exposed to it."

How's that?

2) As the editions have progressed, fights have become smaller, while Player powers have grown.

3) 3rd edition has probably made the game more enjoyable for rogues, without relying on DM fiat.

I agree with both of these. Point #3 is undeniably a good thing. Point #2 I'm largely indifferent about.
 

Oh, how I remember that 2e version. The session would drag on for so long that PCs would never reach the monastery and the campaign would die an early death.
 

There were no rogues before 3E... :p

Edit: Actually in 2e thieves and bards were part of the rogue group.
 
Last edited:


Wik said:
1) That the rules systems of D&D do influence the game experience. Or, to put it another way, all those fond memories we have of BECMI cannot be re-enacted in 3E. The rules just don't allow it.

Or it comes down to you were 12 and you will always have that heavy ting of nostalgia hanging about those memories.

I have re-enacted exactly[ what you describe here in my games. My 3E games. All the time. So whatever.
 

Holy Bovine said:
Or it comes down to you were 12 and you will always have that heavy ting of nostalgia hanging about those memories.
QFT. This comes up in all those "sense of wonder" arguments as well. Such things are not inherent to the game system, but depend on the players.

BECMI will always have that nostalgic sense of wonder for me, since that's the edition I started on when I was 11. But if I were 31 at the time, and had been playing since 1974 OD&D, my memories of BECMI would be very different.

The OP could have been very interesting if it were written more objectively. But the bias against 3.x shows pretty clearly when I read it.
 

Wik said:
Along the way, they encounter Finnaeus, who tries to convince his way to accompany the party. However, the Cleric and Rogue both have ranks in Sense Motive, and Finnaeus rolls low on his bluff check. The PCs realize his game, and surprise him. A fight ensues, and the mage blasts Finnaeus with a few spells, while the dwarven fighter power attacks for all he's worth.

In my 1E group poor Finnaeus would've been killed on the account of his NPCisness.

Afterwards, they decide to search the room. Knowing that they haven't found enough treasure commesurate with the CRs they have faced, they know treasure must be nearby, so they take 20 on their search checks - after all, wandering monsters are so passe.

They find a secret door, slide it open, and find the chest. The Rogue takes 20 on his search check, and finds the trap.

CR - treasure combo usually evens out across a greater range of encounters. So the pre-made adventures can have longer dry-runs with little or no adventure, while a greater cache is found at some point. Sometimes unguarded. So this is not the kind of reasoning my players ever made, and I suspect others wouldn't make either, unless the DM had been asleep at the wheel, always matching CR-EL.

In 3E the encounter tables are random, so if the DM uses those, it's going to be random.

Kudos on the thread though, if you're going to do the old rose-colored glasses bash, at least put some effort into it :cool:
 

4th Edition?

A beleaguered village in the wilderness provides an evening of shelter for the heroes. While staying at the local inn, the party hears of monsters that lair in a ruined temple outside of town. If these monsters were slain, perhaps the heroes could bring a point of light to this dark world. The party heads out the next morning, guided by the town's priest Finnaeus.

While climbing a cliff up to the temple, they're attacked by 4 mountaintooth crawlers (undead wolves that lurk on slopes) led by a worg warlock. The party's human warlord screams a battle cry, allowing the halfling rogue to use her Shadow Foot maneuver to sprint into the middle of the wolf pack as an immediate action. Then the party's eladrin wizard uses her innate power to then swap the position of the halfling rogue and her dragonborn fighter ally via teleportation. The dragonborn fighter employs his Least Whirlwind Wallop maneuver to strike all four wolves at once, dealing some damage and knocking them out of pack formation.

The warlord, rogue, and tiefling warlock then use their normal actions for the turn to hack, stab, and eldritchly zap the wolves. However, the worg warlock conjures the power of the Funion Miasma, trapping the fighter, rogue, and warlord in stinking tendrils. While the mountaintooth crawlers gnaw at the melee warriors, the wizard and warlock turn their attention to the hostile spellcaster. The eladrin wizard pulls forth her orb and conjures the power of the Iron Sigil to bind the worg in place, while the tiefling warlock strikes it with eldritch bolts, using the Spelldeath Tongue invocation to successfully dispel the worg's own magic when he strikes it.

Freed from the miasma, the heroes chop the undead wolves to bits, and are angling to beat down the worg warlock when it turns to a swarm of shadowy bats and flees. The warlord says, "Good job everyone," and everyone heals back their damage. Combat has taken 24 seconds in game, 10 minutes out of game. Still nearly four hours of session left.

The heroes soon make it to the ruined temple, a sprawling complex on three different levels, with some rooms built into the mountain. Finnaeus tells them there's a vault with treasure that can only be opened by securing the holy water from the main prayer chamber and pouring it out from the silver urn in the old priest's quarters. The priest stays behind, kneeling and praying at a sacred rest circle located outside the temple (there are many of these throughout the land, often next to dungeons; if you set up a tent here and say a ritual, you can stay for up to 12 hours, and nothing can attack you).

The dragonborn fighter suggests that he could just hack through the vault door with a pick, instead of having to fight all the monsters, but the DM tells the player that walls and doors in this dungeon are impervious to damage. It's, um, ancient magic.

The heroes go room by room, usually coming across 5 goblins, whose hoots and hollers call another 5 or 10 goblins from nearby areas, or occasionally a blackpelt urdwolf, special goblin-trained wolves that can climb on walls. The heroes recognize a strange similarity between these wolves and the mountaintooth crawlers. In each fight, the fighter does something awesome like tearing off a wolf's head and using its jaw as a climbing piton to impale another wolf into the wall or something, and the rogue quickdraws dozens of daggers and sneak attacks everything that isn't directly attacking her, while the warlock causes goblins to faint from fear one by one, and the eladrin wizard calls thunderbolts from the sky (even when indoors) to stun several goblins at once.

The warlord does nothing on his own but shout encouragement like a cheerleader, letting everyone else do cool stuff.

After 6 encounters, the heroes have used up a few of their per-day abilities, and it's been about two hours of game time. They then manage to defeat the goblin necromancer mini-boss (and his skeletal horde) to get to the silver urn, and slay the orc paladin of Orcus mini-boss (and his firemaw hellhound minion) to get the holy water. Against the anti-paladin, the dragonborn fighter wanted to break the orc's morningstar by chopping it in half, but he found out the weapon was invincible (it must've been made from the same material they make the doors out of).

Finally it is time to open the vault, but just before they do the rogue's trap sense alerts her that there's a trap, and she stops the party. The trap is a convoluted mechanism that requires all 5 PCs to stand in different areas of the room to depress pressure plates that then open a panel which lets the rogue disarm the trap. However, she fails her third skill check to disable the final mechanism, and a tiny poison arrow pops out. The warlord was ready for this, though, and shouts, "Move!", which lets the rogue move 20 ft. out of the way before the arrow can reach her.

When the vault opens, however, the heroes hear Finnaeus cackling from behind them. They turn and see the man has replaced his old holy symbol with that of Judas (god of betrayal), and he spits a curse at them. The warlock slays him with one blast, but then the curse summons a greenscale barghest of Tiamat, a truly elite foe. The heroes have a 10-round battle that takes half an hour to run, and by the end they have used up all their per-day abilities, but they have won the fight, and it is time to collect their reward.

Inside the vault there is a +1 longs-, wait, the dragonborn fighter uses a pick? A +1 pick. And a +1 orb. And boots of jumping-a-little-better for the rogue, and a undergloom flamecrown for the warlock to let him deal +1 fire damage with his eldritch blasts, and a potion of big lungs for the warlock to let him yell even louder. There's also a map to the next town.
 

Interestingly, removing the snark out it and you have the differences between OD&D-3e module writing down pat.

OD&D/BECMI was simplistic because there wasn't much more to it than combat rules. (and by combat, I mean "I hit, I miss" and a lot of those works were VERY generic ("The Shrine of Evil Chaos"), so modules did boil down to a single paragraph explaining the monsters, trap, and treasure.

1e added more detail to settings and people, often injecting "Greyhawkisms" into the the setting and building on previous modules, but still the three "Against the Giants" modules are just large dungeons.

2e focused on world, story, and characters. This was the era of scripted modules, important (unkillable) NPCs, and deux-ex-machina. Its primarily the reason I never ran many 2e modules, to many of them were NOT generic, but built around the assumptions of Forgotten Realms, Ravenloft, or Planescape. The only point I disagree on is DM Fiat: the thief dying form a poison trap should have been across all editions so far, there is no reason (beyond the DM, who could do it in any edition) for him to live.

3e was the attempt to put 2e's story focus atop 1e's dungeon and made a mix that when it worked right was amazing but was a headache to design for. All of the examples (even 2e) I could pull of my ... Core Books, with little fuss. However, designing goblin crossbow men, the hermits bluff numbers, and the goblin bbn would all require time and number-crafting. Blech. Sure the combat would have been more intense, but it would also be longer and more drawn out to compensate for the level of detail.

Another good example would be drawing a sunset. DECMI is a thumbnail sketch on a cocktail napkin, done while your waiting for your mate. 1e is a pencil sketch you do sitting in class for the hour bored. 2e is a colored-pencil and ink sketch that takes the better part of an afternoon. 3e is a full painting, rich, vibrant and time-consuming.

So, if you were objective to 2e and 3e a bit more, you'd have been spot on.
 

Remove ads

Top