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So, what makes 1e adventures so great?
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<blockquote data-quote="TerraDave" data-source="post: 2233711" data-attributes="member: 22260"><p>Its not just nostalgia. Having played through a some of these in later times with players not having much of a nostalgia factor I will repeat it is not just nostalgia.</p><p></p><p>The work of Col Pladoh and Tracy Hickman (pre DL), was extremely creative while remaining focused on the PCs going in, really kicking some butt and being involved in something interesting and extremely dangerous. At the same time, Eric Mona is right (of course), at some point TSR lost the point of what the adventures and game was about. This made those early adventures look all the better. </p><p></p><p>There are newer adventures that recapture some of that feel (or much of it) with the new rules and some times better implementation. Sunless Citadel is good, and does work as an introductory module. NeMoren's vault is great, and impresive in how it combines a strong backstory and 3.0 rules with a very first edition feeling dungeon crawl (just be carefull with the treasure). And Necromancer has a number of modules that do in fact do what they promise in terms of combining new rules (and usually more background and setting material) with a "first edition feel".</p><p></p><p>So it can be done. But it wasn't, for a really long time.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 2233711, member: 22260"] Its not just nostalgia. Having played through a some of these in later times with players not having much of a nostalgia factor I will repeat it is not just nostalgia. The work of Col Pladoh and Tracy Hickman (pre DL), was extremely creative while remaining focused on the PCs going in, really kicking some butt and being involved in something interesting and extremely dangerous. At the same time, Eric Mona is right (of course), at some point TSR lost the point of what the adventures and game was about. This made those early adventures look all the better. There are newer adventures that recapture some of that feel (or much of it) with the new rules and some times better implementation. Sunless Citadel is good, and does work as an introductory module. NeMoren's vault is great, and impresive in how it combines a strong backstory and 3.0 rules with a very first edition feeling dungeon crawl (just be carefull with the treasure). And Necromancer has a number of modules that do in fact do what they promise in terms of combining new rules (and usually more background and setting material) with a "first edition feel". So it can be done. But it wasn't, for a really long time. [/QUOTE]
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So, what makes 1e adventures so great?
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