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General Tabletop Discussion
*TTRPGs General
So, what makes 1e adventures so great?
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<blockquote data-quote="John Morrow" data-source="post: 2248233" data-attributes="member: 27012"><p>As background, I've been mining old 1st Edition modules for my 3.5 campaign. In particular, the first part was loosely based on B2 (actually, an amalgamation of B2, Return to the Keep, and Hackmaster's Little Keep) and the current part is loosely based on the A series (we're heading into my adaptation of A2 now). Basically, I mine those modules for locations, encounters, NPCs, treasure, and ideas and create my own maps and specifics to fit my campaign. In some cases, I'm close to the original (my A2 adaption is probably the closest) and in others, the resemblance isn't so obvious.</p><p></p><p></p><p></p><p>The number of "save or die" situations in some of those modules just amazes me sometimes.</p><p></p><p></p><p></p><p>Absolutely. And that's why they've been such a great resource for me to mine.</p><p></p><p></p><p></p><p>Both Return to the Keep on the Borderlands and Hackmaster's Little Keep on the Borderlands suffer from the second system effect (as did the entire 2nd Edition of D&D in some ways). Basically, in trying to compensate for the problems of a first verion, people often overcompensate in the other direction for the second version. That said, I think both also add useful and helpful details that would have improved the original and I'm happy that I used all three as source materia. Yes, the original was "generic" but it was so generic that nobody in the Keep even had a name. And I think the bigger problem with Return was that it was trying to capture an "long after it was looted clean by adventurers" feel that left it too sparse on monsters and threats.</p></blockquote><p></p>
[QUOTE="John Morrow, post: 2248233, member: 27012"] As background, I've been mining old 1st Edition modules for my 3.5 campaign. In particular, the first part was loosely based on B2 (actually, an amalgamation of B2, Return to the Keep, and Hackmaster's Little Keep) and the current part is loosely based on the A series (we're heading into my adaptation of A2 now). Basically, I mine those modules for locations, encounters, NPCs, treasure, and ideas and create my own maps and specifics to fit my campaign. In some cases, I'm close to the original (my A2 adaption is probably the closest) and in others, the resemblance isn't so obvious. The number of "save or die" situations in some of those modules just amazes me sometimes. Absolutely. And that's why they've been such a great resource for me to mine. Both Return to the Keep on the Borderlands and Hackmaster's Little Keep on the Borderlands suffer from the second system effect (as did the entire 2nd Edition of D&D in some ways). Basically, in trying to compensate for the problems of a first verion, people often overcompensate in the other direction for the second version. That said, I think both also add useful and helpful details that would have improved the original and I'm happy that I used all three as source materia. Yes, the original was "generic" but it was so generic that nobody in the Keep even had a name. And I think the bigger problem with Return was that it was trying to capture an "long after it was looted clean by adventurers" feel that left it too sparse on monsters and threats. [/QUOTE]
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So, what makes 1e adventures so great?
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