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Searching for "New School" elements
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<blockquote data-quote="the Jester" data-source="post: 5584609" data-attributes="member: 1210"><p>I think you're on to something here- the fact is, you can run even the most old-skool module in a new school way (and vice versa) if you're just willing to discard certain bits of it- often as little as the advice to the dm.</p><p></p><p>For instance, a new school dm <em>could</em> run Tomb of Horrors in a new school way; it would involve giving the pcs lots of checks to notice trouble, ignoring all the "count to 10" stuff in favor of giving the pcs plenty of time to consider their options, etc. </p><p></p><p>Likewise, an old school dm <em>can</em> run, say, <em>Pyramid of Shadows</em> in an old-skool way. It's hard to avoid how linear the map is, but you can spice it up by having new threats arrive behind the pcs, by letting one encounter reinforce another, and by accepting the possibility that the pcs will be trapped inside forever instead of automatically giving them an escape route.</p><p></p><p>It isn't about the adventure per se, so much as the intersection of the adventure and the running of it.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5584609, member: 1210"] I think you're on to something here- the fact is, you can run even the most old-skool module in a new school way (and vice versa) if you're just willing to discard certain bits of it- often as little as the advice to the dm. For instance, a new school dm [i]could[/i] run Tomb of Horrors in a new school way; it would involve giving the pcs lots of checks to notice trouble, ignoring all the "count to 10" stuff in favor of giving the pcs plenty of time to consider their options, etc. Likewise, an old school dm [i]can[/i] run, say, [i]Pyramid of Shadows[/i] in an old-skool way. It's hard to avoid how linear the map is, but you can spice it up by having new threats arrive behind the pcs, by letting one encounter reinforce another, and by accepting the possibility that the pcs will be trapped inside forever instead of automatically giving them an escape route. It isn't about the adventure per se, so much as the intersection of the adventure and the running of it. [/QUOTE]
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