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General Tabletop Discussion
*Dungeons & Dragons
One of the biggest problems with WoTC's vision of published adventures
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<blockquote data-quote="Charles Rampant" data-source="post: 6897721" data-attributes="member: 32659"><p>...well of course the old ones were easier to read and run, they were mostly a map with room descriptions! I found Princes of the Apocalypse much easier to run when the party were in the dungeons than when they were in the town, too. I feel that a lot of the comments here show little attempt made to explain or explore <em>why</em> the old modules were better, and instead just list the differences from modern modules and end with <em>'and that was better'</em>. I ran Ravenloft I-6, and I certainly can't report it being any easier to run than a modern module. I've prepared Glacier Rift of the Frost Giant Jarl, and I'll certainly grant that it was easy to understand, but it was also entirely devoid of plot, characters with personality, or alternative methods to victory than just stabbing stuff.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 6897721, member: 32659"] ...well of course the old ones were easier to read and run, they were mostly a map with room descriptions! I found Princes of the Apocalypse much easier to run when the party were in the dungeons than when they were in the town, too. I feel that a lot of the comments here show little attempt made to explain or explore [I]why[/I] the old modules were better, and instead just list the differences from modern modules and end with [I]'and that was better'[/I]. I ran Ravenloft I-6, and I certainly can't report it being any easier to run than a modern module. I've prepared Glacier Rift of the Frost Giant Jarl, and I'll certainly grant that it was easy to understand, but it was also entirely devoid of plot, characters with personality, or alternative methods to victory than just stabbing stuff. [/QUOTE]
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One of the biggest problems with WoTC's vision of published adventures
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