Oryan77
Adventurer
I started playing D&D during 2nd ed. back in the mid 90's, so I'm not real familiar with 1e stuff. I'm now DM'ing in 3.5 edition. Last year I began buying old modules because people say they are great adventures. I've read through the Steading of the Hill Giant Chief because I plan to DM it. I have also skimmed through a few other modules like Queen of the Demonweb Pits & others that came out around that time because I want to experience what it must have been like playing the original D&D modules.
My question is, are all of these old modules mainly hack-n-slash adventures? They don't really seem to give much info towards roleplaying. The Steading doesn't have a single NPC monologue or any information on what the Hill Giant Chief or other important NPC's might be like; so you don't get an idea on how to roleplay the character. The module also doesn't give any atmosphere descriptions to read to the players. It describes in good detail what furniture is in each room (which I like), but nothing that gives situation flavor.
I'm just curious if all of the old adventures are like this. I'm used to DM'ing 2e Planescape adventures, and they are heavy on the roleplaying details. So I thought that is what I was going to see in the old modules. I always assumed people love those old modules because of the roleplaying aspect of them; but now I'm wondering if they are just hack-n-slash modules that people like just because they were their first adventures. What exactly makes these "classics" so good to play in? How are they different from 2e & 3e adventures? I'm genuinely curious. Even though I feel that I will have to add a lot of flavor myself to spice up the atmosphere & NPC's; I can't wait to run the Steading of the Hill Giant Chief
My question is, are all of these old modules mainly hack-n-slash adventures? They don't really seem to give much info towards roleplaying. The Steading doesn't have a single NPC monologue or any information on what the Hill Giant Chief or other important NPC's might be like; so you don't get an idea on how to roleplay the character. The module also doesn't give any atmosphere descriptions to read to the players. It describes in good detail what furniture is in each room (which I like), but nothing that gives situation flavor.
I'm just curious if all of the old adventures are like this. I'm used to DM'ing 2e Planescape adventures, and they are heavy on the roleplaying details. So I thought that is what I was going to see in the old modules. I always assumed people love those old modules because of the roleplaying aspect of them; but now I'm wondering if they are just hack-n-slash modules that people like just because they were their first adventures. What exactly makes these "classics" so good to play in? How are they different from 2e & 3e adventures? I'm genuinely curious. Even though I feel that I will have to add a lot of flavor myself to spice up the atmosphere & NPC's; I can't wait to run the Steading of the Hill Giant Chief


