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<blockquote data-quote="Bullgrit" data-source="post: 5587271" data-attributes="member: 31216"><p>Why is no one identifying the adventure their talking about?</p><p></p><p>And Vespucci is just trolling me.</p><p></p><p>Some of my favorites:</p><p>Keep on the Borderland -- it falls into the sandbox style, and dungeon crawl style. Though it is a menagerie of monsters, the text does give some "ecological sense" to the place -- the different humanoids are segregated into their own cave lairs.</p><p></p><p>Temple of Elemental Evil -- it's an open mega dungeon crawl. It has a back story, which for me adds to the immersion fun; there is a story, but it is the setting for the PCs to create their story. It seems to fall right in the median between meatgrinder and cakewalk -- the DM is neither encouraged to be killer or softie.</p><p></p><p>Against the Giants -- it's a mission adventure, with a story, but it's no railroad. The overall dungeon setting has rhyme and reason, and explanations for the various creatures there in. It's open for how the PCs want to take it on: frontal assault or stealthy sneaking.</p><p></p><p>Forge of Fury -- it's a dungeon crawl, with a story, but again, not a railroad. The overall dungeon setting has rhyme and reason, and explanations for the various creatures there in.</p><p></p><p>Sunless Citadel -- see FoF above.</p><p></p><p>Worlds Largest Dungeon -- It's an open mega dungeon crawl turned up to 21!</p><p></p><p>None of the above encourage DMs to be particularly hard or soft on the PCs. They support the idea of DM as referee. They are not just gamist, because they all (except KotB) have backstory, current plot, and allow the written story to merge with the PCs' game play story.</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 5587271, member: 31216"] Why is no one identifying the adventure their talking about? And Vespucci is just trolling me. Some of my favorites: Keep on the Borderland -- it falls into the sandbox style, and dungeon crawl style. Though it is a menagerie of monsters, the text does give some "ecological sense" to the place -- the different humanoids are segregated into their own cave lairs. Temple of Elemental Evil -- it's an open mega dungeon crawl. It has a back story, which for me adds to the immersion fun; there is a story, but it is the setting for the PCs to create their story. It seems to fall right in the median between meatgrinder and cakewalk -- the DM is neither encouraged to be killer or softie. Against the Giants -- it's a mission adventure, with a story, but it's no railroad. The overall dungeon setting has rhyme and reason, and explanations for the various creatures there in. It's open for how the PCs want to take it on: frontal assault or stealthy sneaking. Forge of Fury -- it's a dungeon crawl, with a story, but again, not a railroad. The overall dungeon setting has rhyme and reason, and explanations for the various creatures there in. Sunless Citadel -- see FoF above. Worlds Largest Dungeon -- It's an open mega dungeon crawl turned up to 21! None of the above encourage DMs to be particularly hard or soft on the PCs. They support the idea of DM as referee. They are not just gamist, because they all (except KotB) have backstory, current plot, and allow the written story to merge with the PCs' game play story. Bullgrit [/QUOTE]
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