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So, what makes 1e adventures so great?
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<blockquote data-quote="The Shaman" data-source="post: 2231953" data-attributes="member: 26473"><p><em>Operation: Sprechenhaltestelle</em> followed the same format as <em>In Search of the Unknown</em> - <em>Operation: Rapidstrike</em>, the adventure that came with the Adminstrator's screen, followed a conventional adventure format.Why? It was a fun dungeon crawl! It was also a good primer on site-based adventure design.</p><p></p><p>I don't think it's nostalgia that draws me back to the 1e feel - there are a number of 1e adventures that I thought then (and think now, in most cases) were pretty much crap. But I know that most of what I've seen since returning to D&D with 3.0 can't hold a candle to the best of 1e.</p><p></p><p>I think <strong>Celebrim</strong> said it very well - D&D in those days was still much closer to its literary roots in swords and sorcery in the days before Dragonlance and the Forgotten Realms. Somewhere along the way GMs became seduced by the siren call of "telling a story," substituting scene-setting and intricate plot twists for devious traps and cunning monsters.</p><p></p><p>And yet, there always seemed to be a story that emerged from our dungeon crawls and wilderness treks - bad guys escaped to reappear later, a monster which defeated our stalwart adventurers would still be lurking in a gods-forsaken wasteland, and so on. There were quests and retribution and comic relief, and all of it as close to spontaneous as one could probably hope to get given the constraints. The story was always there - we just didn't seem to work at it so hard.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2231953, member: 26473"] [i]Operation: Sprechenhaltestelle[/i] followed the same format as [i]In Search of the Unknown[/i] - [i]Operation: Rapidstrike[/i], the adventure that came with the Adminstrator's screen, followed a conventional adventure format.Why? It was a fun dungeon crawl! It was also a good primer on site-based adventure design. I don't think it's nostalgia that draws me back to the 1e feel - there are a number of 1e adventures that I thought then (and think now, in most cases) were pretty much crap. But I know that most of what I've seen since returning to D&D with 3.0 can't hold a candle to the best of 1e. I think [b]Celebrim[/b] said it very well - D&D in those days was still much closer to its literary roots in swords and sorcery in the days before Dragonlance and the Forgotten Realms. Somewhere along the way GMs became seduced by the siren call of "telling a story," substituting scene-setting and intricate plot twists for devious traps and cunning monsters. And yet, there always seemed to be a story that emerged from our dungeon crawls and wilderness treks - bad guys escaped to reappear later, a monster which defeated our stalwart adventurers would still be lurking in a gods-forsaken wasteland, and so on. There were quests and retribution and comic relief, and all of it as close to spontaneous as one could probably hope to get given the constraints. The story was always there - we just didn't seem to work at it so hard. [/QUOTE]
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So, what makes 1e adventures so great?
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