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General Tabletop Discussion
*Pathfinder & Starfinder
Reading & Running old D&D adventure/delves... Am I missing something?
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<blockquote data-quote="DEFCON 1" data-source="post: 6264797" data-attributes="member: 7006"><p>Yup... I've always felt the same way. And its really not that hard to understand why... at the time of most of these modules, the game had really only been in existence for like 5 to 8 years or so (and probably those first three or four were only played by the true wargaming diehards as not many people outside of that circle had probably heard of the game yet.) So the needs of a module was much different than today.</p><p></p><p>In today's roleplaying lifestyle... story, narrative and plot has much more of a place. Having characters with full backgrounds, needs, and wants and having all of those actually touched upon or satisfied during the course of play is a pretty typical playstyle for many players nowadays. Back then? Not even close. After all... it was expected in many modules that PCs dying was a normal result and that you'd move from one PC to another... which explains why they'd have like 20 or more "pre-generated" characters in the module which were little more than a line of numbers in a table.</p><p></p><p>So looking at yesteryear's modules with today's RPG eyes is a little off-putting for some people. Because as a DM you really pretty much *are* supposed to create whatever amount of narrative and plot yourself, in and around the encounters the module presents. Likening it to a Dungeon Delve is really not that far off.</p><p></p><p>(Which is why it also always amused me when people would complain about the 4E adventures being nothing but strings of combat encounters with little connective story. Because that's pretty much *all* of what the supposed "glory days" of D&D adventures were themselves.)</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6264797, member: 7006"] Yup... I've always felt the same way. And its really not that hard to understand why... at the time of most of these modules, the game had really only been in existence for like 5 to 8 years or so (and probably those first three or four were only played by the true wargaming diehards as not many people outside of that circle had probably heard of the game yet.) So the needs of a module was much different than today. In today's roleplaying lifestyle... story, narrative and plot has much more of a place. Having characters with full backgrounds, needs, and wants and having all of those actually touched upon or satisfied during the course of play is a pretty typical playstyle for many players nowadays. Back then? Not even close. After all... it was expected in many modules that PCs dying was a normal result and that you'd move from one PC to another... which explains why they'd have like 20 or more "pre-generated" characters in the module which were little more than a line of numbers in a table. So looking at yesteryear's modules with today's RPG eyes is a little off-putting for some people. Because as a DM you really pretty much *are* supposed to create whatever amount of narrative and plot yourself, in and around the encounters the module presents. Likening it to a Dungeon Delve is really not that far off. (Which is why it also always amused me when people would complain about the 4E adventures being nothing but strings of combat encounters with little connective story. Because that's pretty much *all* of what the supposed "glory days" of D&D adventures were themselves.) [/QUOTE]
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Reading & Running old D&D adventure/delves... Am I missing something?
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