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Rob Kuntz Interview @ HillCantons


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So, am I understanding the gist of his point? D&D started going haywire when they published the first adventure module? And then went over the cliff with the creation of AD&D1? D&D sold out and went the popular route rather than staying small and "creative"?

Bullgrit
 

So, am I understanding the gist of his point? D&D started going haywire when they published the first adventure module? And then went over the cliff with the creation of AD&D1? D&D sold out and went the popular route rather than staying small and "creative"?

Bullgrit
That's my understanding as well. Mind you, I sort of began glazing over after the first half of the "interview."
 


Yep. It seems that the Golden Age of D&D was 1974 to 1978.


It was fun then but there has been a lot of fun since. I think Mr. Kuntz's call for individual creativity in tabletop RPGs is worth highlighting. However, it is also true that some people love to play but don't always have the time to create as much as they would like to consume.
 

So, am I understanding the gist of his point? D&D started going haywire when they published the first adventure module? And then went over the cliff with the creation of AD&D1? D&D sold out and went the popular route rather than staying small and "creative"?

Yep. It seems that the Golden Age of D&D was 1974 to 1978.

It was fun then but there has been a lot of fun since. I think Mr. Kuntz's call for individual creativity in tabletop RPGs is worth highlighting. However, it is also true that some people love to play but don't always have the time to create as much as they would like to consume.

FWIW, my sense from the interview (and from a long chat with Rob last night) is that Rob espouses individual creation on the part of the DM, as opposed to the consumer model of many DMs raised on a diet of TSR and JG adventure modules. I don't think that's he's against all modules all the time, however; but I do think that he is against the distillation and codification of the adventure module idea where a set of value judgements about "good" designs are being taken as "gospel" by "some" (quotes are my mine here, rather than his, and really just for emphasis). That is, I think that Rob thinks that good examples of modules have been published, but that you can't necessarily distill the elements from them into a set of rules that define a good module.

Some of that variability comes from individual play---WPM may not work for my group, but may be your group's favorite adventure---as well as from the idea that by defining something too much steals the magic inherent in it.

Not sure if that helps or not?
 



While I appreciate reading the "interview" with Kuntz, RJK's contention that in the D20 era, we saw publishers put out games followed by "scads" of adventures is, without putting too fine a point on it -- pure crap.

Paizo did this. Nobody else -- including WotC -- ever did.

Seems to me that the axe he is grinding arises from his own particular perspective. He's still fighting some battles that finished long ago.
 

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