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So, what makes 1e adventures so great?
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<blockquote data-quote="Prince of Happiness" data-source="post: 2248615" data-attributes="member: 19819"><p>Pretty much what everybody else said, but to condense it down to what I take from the above replies is that the modules were *very* easily <em>modular</em>, for the most part. You didn't need to just take the map and chuck the rest. You oftentimes got a wilderness map, a town, NPCs, and motivations, sometimes timelines for events (if you chose). You can take them whole or part and parcel. "I need a town." Bam, you took Hommlet or Orlane. "I need a low level wilderness map." Keep On the Borderlands, Bone Hill and others could take up the slack for you. After that, it was any kind of politics, storyline, your PCs' motivations, anything. A lot of these modules I call "Hub Modules," because like in some games you don't have levels, you have maps that you move through that change, can be cleared, re-populated, maybe uncover some new adventure site, anything. Many modules (though not all) these days are more like storylines in capsule form. They're good (some are damn good), but it feels like in "Hub Module" plotlines develop very organically.</p></blockquote><p></p>
[QUOTE="Prince of Happiness, post: 2248615, member: 19819"] Pretty much what everybody else said, but to condense it down to what I take from the above replies is that the modules were *very* easily [I]modular[/I], for the most part. You didn't need to just take the map and chuck the rest. You oftentimes got a wilderness map, a town, NPCs, and motivations, sometimes timelines for events (if you chose). You can take them whole or part and parcel. "I need a town." Bam, you took Hommlet or Orlane. "I need a low level wilderness map." Keep On the Borderlands, Bone Hill and others could take up the slack for you. After that, it was any kind of politics, storyline, your PCs' motivations, anything. A lot of these modules I call "Hub Modules," because like in some games you don't have levels, you have maps that you move through that change, can be cleared, re-populated, maybe uncover some new adventure site, anything. Many modules (though not all) these days are more like storylines in capsule form. They're good (some are damn good), but it feels like in "Hub Module" plotlines develop very organically. [/QUOTE]
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So, what makes 1e adventures so great?
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