Andre said:Just to be fair, I hope you can admit that this particular module requires a LOT of forbearance by the players to be taken seriously. Doesn't mean it can't be fun, just that it's sillier than most old school modules.
Andre said:You make a good point about how all playing groups have to meet the GM halfway - any world/module can be seen as absurd if the players expect too much "realism" from it. This module demands more than most groups are capable of, but it's a matter of degree, not either-or.
gizmo33 said:But there's nothing "wrong" with a world that assumes a level of whimsy that might be higher than an individual DM's personal preference.
Andre said:Let me be clear: I'm *not* saying worlds shouldn't have a sense of wonder to them, that everything has to make sense, that there should be no mystery. Quite the opposite. All of those elements should be present. But just like eating nothing but dessert grows old, a good module/campaign is mostly meat-n-potatoes, with just enough wonder, whimsy, and imagination to be special.
gizmo33 said:Yea, I agree. I was probably around 12 when I DMed this module and I remember even then thinking "man, I can't do this to them again" (one PC with wings is enough!). Modules like Castle Amber (and esp. Dungeonland) are what they are, and being good modules IMO doesn't mean that they should replace the meat-n-potatoes.
I would play in that campaign, Quasqueton. I would have fun. But hey, don't let me get in the way of your new Edition Wars thread, there aren't enough of them anyway."AD&D is designed to be an amusing and diverting pastime, something which can fill a few hours or consume endless days, as the participants desire, but in no case something to be taken too seriously." - Gary Gygax (DMG, 1979)
"There are people who regard the RPG as something more than an amusing game, more than a most entertaining hobby. They really do need to get a life" - Gary Gygax (EN World, 2004)
gizmo33 said:To get this out of the way first - some people seem to be of the opinion that if they can't figure out why something is the way that it is, then it must make no sense and therefore is a poor design. This, to me, says more about how that person deals with unknown than anything objective about the situation.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.