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Searching for "New School" elements
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<blockquote data-quote="the Jester" data-source="post: 5587434" data-attributes="member: 1210"><p>Speaking as a self-declared "old skooler", I would say that it's a little more complex than that.</p><p></p><p>Largely, 1e was old skool. Most 1e modules that I am familiar with certainly are. There are exceptions.</p><p></p><p>Largely, 2e was new skool. I'm not very familiar with many 2e modules, but a goodly number of the adventures I have seen were definitely new skool in my book. Again, there are exceptions.</p><p></p><p>3e split the difference- a good amount of 3e stuff is old skool, a good amount is new skool.</p><p></p><p>Rather than relying on the era its from, where a given adventure comes down in the divide often comes from its attitude and presentation.</p><p></p><p><strong>Old Skool Adventure Examples</strong> (to me, anyway):</p><p></p><p>Tomb of Horrors</p><p>Keep on the Borderlands</p><p>Secret of Bone Hill</p><p>EGG's Greyhawk</p><p>Savage Tide Adventure Path [kudos for having "if the pcs decided to be bad guys" info throughout]</p><p>Gates of Firestorm Peak</p><p>Expedition to the Barrier Peaks</p><p>Thunderspire Labyrinth</p><p>Red Hand of Doom</p><p>Demon Queen's Enclave</p><p></p><p><strong>New Skool Adventure Examples</strong> (again, to me):</p><p></p><p>The OG Dragonlance modules</p><p>The Avatar modules</p><p>Almost anything Spelljammer</p><p>Keep on the Shadowfell</p><p>Pyramid of Shadows</p><p>Of Sound Mind</p><p></p><p></p><p>Now, note that while most of the "new skool" examples I give are not that hot (imho), one of them- <em>Of Sound Mind</em>- is absolutely <strong>fantastic.</strong> It has the flat-out most satisfying ending of any module I have ever run. (And it's written by Piratecat!) But it has a lot of what I consider to be "new skool" elements, most notably a heavy reliance on assumptions about the pcs' course of action. Interestingly, that reliance comes not through railroading but via prediction- which is a great technique if it works.</p><p></p><p>I guess the upshot of this is, Don't think that just because I consider myself "old skool" that I see "new skool" as <em>bad</em>. It isn't bad; it's just that my preferences typically lie elsewhere. Certain "new skool" elements are great and I use them liberally (I'll pick templates as an easy example, though I don't really use 'em in 4e, I literally find it easier and more satisfying just to make a "half-demon carrion crawler" or whatever from scratch).</p><p></p><p>Also note that a lot of those are a mix, and while I put them in one category or another, they use a blend of both old and new skool elements. Some of the very best are that way- the aforementioned Of Sound Mind, Red Hand of Doom, Demon Queen's Enclave (another new skool adventure that I absolutely love), etc.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5587434, member: 1210"] Speaking as a self-declared "old skooler", I would say that it's a little more complex than that. Largely, 1e was old skool. Most 1e modules that I am familiar with certainly are. There are exceptions. Largely, 2e was new skool. I'm not very familiar with many 2e modules, but a goodly number of the adventures I have seen were definitely new skool in my book. Again, there are exceptions. 3e split the difference- a good amount of 3e stuff is old skool, a good amount is new skool. Rather than relying on the era its from, where a given adventure comes down in the divide often comes from its attitude and presentation. [b]Old Skool Adventure Examples[/b] (to me, anyway): Tomb of Horrors Keep on the Borderlands Secret of Bone Hill EGG's Greyhawk Savage Tide Adventure Path [kudos for having "if the pcs decided to be bad guys" info throughout] Gates of Firestorm Peak Expedition to the Barrier Peaks Thunderspire Labyrinth Red Hand of Doom Demon Queen's Enclave [b]New Skool Adventure Examples[/b] (again, to me): The OG Dragonlance modules The Avatar modules Almost anything Spelljammer Keep on the Shadowfell Pyramid of Shadows Of Sound Mind Now, note that while most of the "new skool" examples I give are not that hot (imho), one of them- [i]Of Sound Mind[/i]- is absolutely [b]fantastic.[/b] It has the flat-out most satisfying ending of any module I have ever run. (And it's written by Piratecat!) But it has a lot of what I consider to be "new skool" elements, most notably a heavy reliance on assumptions about the pcs' course of action. Interestingly, that reliance comes not through railroading but via prediction- which is a great technique if it works. I guess the upshot of this is, Don't think that just because I consider myself "old skool" that I see "new skool" as [i]bad[/i]. It isn't bad; it's just that my preferences typically lie elsewhere. Certain "new skool" elements are great and I use them liberally (I'll pick templates as an easy example, though I don't really use 'em in 4e, I literally find it easier and more satisfying just to make a "half-demon carrion crawler" or whatever from scratch). Also note that a lot of those are a mix, and while I put them in one category or another, they use a blend of both old and new skool elements. Some of the very best are that way- the aforementioned Of Sound Mind, Red Hand of Doom, Demon Queen's Enclave (another new skool adventure that I absolutely love), etc. [/QUOTE]
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