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<blockquote data-quote="Ariosto" data-source="post: 5410372" data-attributes="member: 80487"><p>To clarify about DL1:</p><p></p><p>The abortive affair was not memorable enough for me to recall details. I have only rounser's word that whatever particular bit he has in mind is "considered a railroad". There was just <u>in sum</u> too much that we choked on while the DM tried to shove it down our throats.</p><p></p><p>I vaguely remember a "sing-along" from <em>another</em> go at DL. Seriously, the DM handed out freaking <u>sheet music</u> from the game book. "At this point, you all break into spontaneous song" is too much stage direction for my taste.</p><p></p><p>The "saga", as I learned later, <u>as a whole</u> was rigged (IIRC, right down to which PCs had to die when). Certain things happening in sequence was what <em>made</em> it a "saga" when it was still just pieces of paper.</p><p></p><p>The individual scenarios permitted varying degrees of wandering <u>within their borders</u>. However, they were very definite scenarios, with beginning and ending points that <u>had to match up</u> fairly closely to the over-arching plot in order for the other modules to "plug in" properly in series.</p><p></p><p>The scenarios were written with that assumption permeating them. It would have taken extra work (more or less depending on module) to flesh out material that simply was not designed with full-fledged campaign use in mind. The undertaking would have been somewhat easier if one waited the couple of years or so (I don't remember exactly) that it took to get all the modules.</p><p></p><p>One other thing to keep a DM from adapting the material from "story chapters" into dynamic sites in a living campaign: The "Saga" was the great big ballyhoo!</p><p></p><p><u>There is no script</u> in Checkers, or Chess, or most other games. There certainly was none in the games that directly influenced D&D. Choosing one's moves is generally <u>the point</u> of playing a game!</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5410372, member: 80487"] To clarify about DL1: The abortive affair was not memorable enough for me to recall details. I have only rounser's word that whatever particular bit he has in mind is "considered a railroad". There was just [U]in sum[/U] too much that we choked on while the DM tried to shove it down our throats. I vaguely remember a "sing-along" from [I]another[/I] go at DL. Seriously, the DM handed out freaking [U]sheet music[/U] from the game book. "At this point, you all break into spontaneous song" is too much stage direction for my taste. The "saga", as I learned later, [U]as a whole[/U] was rigged (IIRC, right down to which PCs had to die when). Certain things happening in sequence was what [I]made[/I] it a "saga" when it was still just pieces of paper. The individual scenarios permitted varying degrees of wandering [U]within their borders[/U]. However, they were very definite scenarios, with beginning and ending points that [U]had to match up[/U] fairly closely to the over-arching plot in order for the other modules to "plug in" properly in series. The scenarios were written with that assumption permeating them. It would have taken extra work (more or less depending on module) to flesh out material that simply was not designed with full-fledged campaign use in mind. The undertaking would have been somewhat easier if one waited the couple of years or so (I don't remember exactly) that it took to get all the modules. One other thing to keep a DM from adapting the material from "story chapters" into dynamic sites in a living campaign: The "Saga" was the great big ballyhoo! [U]There is no script[/U] in Checkers, or Chess, or most other games. There certainly was none in the games that directly influenced D&D. Choosing one's moves is generally [U]the point[/U] of playing a game! [/QUOTE]
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