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Real tale of Old School feel?
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<blockquote data-quote="gizmo33" data-source="post: 2452803" data-attributes="member: 30001"><p>One thing that might be a difference between Quas- and I is that I prefer a much lighter-weight adventure that doesn't tell the DM stuff that I can be easily extrapolated from what's given. X2's design gives me the freedom to add and delete encounters pretty easily. Most modern designs have such a heavy integration between encounters, plot, and campaign world that it's hard to change anything without breaking the whole thing. Ironically, this is one of the critiques of 3E as system, although I don't think the two are really inter-related.</p><p> </p><p>I prefer a story to be told in as little space as possible when it's a DnD module. For example, an old-school module would say "there are 2 bandits with 2 HD and 2 bandits with 1 HD". What a more modern module says is "One of the bandits names is Bob, and he's gotten two run-away apprentices to join their group. They used to be apprentices of John the Smith, and one of them has a pouch with 10 sp stolen from the smith before they fled." Followed by a column or two of stats.</p><p> </p><p>Now the thing is, given space considerations, this extra information is excessive. The purpose of the module probably has nothing to do with the bandits anyway. In the unlikely event that more information is needed (ie. the bandits aren't just killed), the DM SHOULD just manufacture a mundane explanation for the presence of the bandits. Mundane explanations are realistic - and they don't run the risk of distracting PCs from the core adventure the way an overly contrived background would.</p><p> </p><p>So to some extent, what makes modules like X2 cool is what they _don't_ say, and what they leave to the imagination of the DM who can weave it into their homebrews. To this day I can take a classic module and weave parts of it into my campaign - and I've done so, especially with the tantilizing details of the I3-5 series. I really have a much harder time doing that with more modern stuff.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 2452803, member: 30001"] One thing that might be a difference between Quas- and I is that I prefer a much lighter-weight adventure that doesn't tell the DM stuff that I can be easily extrapolated from what's given. X2's design gives me the freedom to add and delete encounters pretty easily. Most modern designs have such a heavy integration between encounters, plot, and campaign world that it's hard to change anything without breaking the whole thing. Ironically, this is one of the critiques of 3E as system, although I don't think the two are really inter-related. I prefer a story to be told in as little space as possible when it's a DnD module. For example, an old-school module would say "there are 2 bandits with 2 HD and 2 bandits with 1 HD". What a more modern module says is "One of the bandits names is Bob, and he's gotten two run-away apprentices to join their group. They used to be apprentices of John the Smith, and one of them has a pouch with 10 sp stolen from the smith before they fled." Followed by a column or two of stats. Now the thing is, given space considerations, this extra information is excessive. The purpose of the module probably has nothing to do with the bandits anyway. In the unlikely event that more information is needed (ie. the bandits aren't just killed), the DM SHOULD just manufacture a mundane explanation for the presence of the bandits. Mundane explanations are realistic - and they don't run the risk of distracting PCs from the core adventure the way an overly contrived background would. So to some extent, what makes modules like X2 cool is what they _don't_ say, and what they leave to the imagination of the DM who can weave it into their homebrews. To this day I can take a classic module and weave parts of it into my campaign - and I've done so, especially with the tantilizing details of the I3-5 series. I really have a much harder time doing that with more modern stuff. [/QUOTE]
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