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So, what makes 1e adventures so great?
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<blockquote data-quote="toberane" data-source="post: 2250462" data-attributes="member: 4968"><p>Ah, D1-2 Descent into the Depths of the Earth. That was the first module I ever bought (not counting Keep on the Borderlands, which came with my Basic D&D set). I have to agree that the lack of plot is a kind of refreshing novelty in these days of high drama adventures.</p><p></p><p>Don't get me wrong. The reason that we currently play High Drama adventures (and rarely from a module anymore) is because the group I play with is mostly made up of people who have been playing for more than 2 decades and have matured to the point where we enjoy the role-playing as much as we enjoy killing things. However, you just have to love the simplicity of modules like D1-2 that have a LICH as a regular dungeon encounter. Not the big bad guy. Not a climax to the adventure. If you don't know to look for him, it is easy just to walk past the cave he makes his lair in and never even know he's there. Just down the way are some troglodytes and other medium level encounters, while a lich who was presumably a powerful magic user just sits in his cave for no apparent reason. It's almost like Monster Manual Apartments, where any evil fiend can find a cozy little home, regardless of race, creed, or Encounter Level.</p><p></p><p>And in the early days of the game, they didn't ask why a lich was content to live in a small cave surrounded by other creaters that had no ecological reason to be there other than the designer thought that they would be fun encounters to put in. The players just pulled out their swords and spell components and started hacking and blasting away. And then a few yards down the way, they would be likely to trigger a trap that would kill half the party, and they might get a single saving throw to avoid it IF THEY WERE LUCKY. </p><p></p><p>I love the simplicity of these old games, even if I did find myself shaking my head in wonder at the out-of-place lich in D1-2 a few months ago when I re-read the module.</p></blockquote><p></p>
[QUOTE="toberane, post: 2250462, member: 4968"] Ah, D1-2 Descent into the Depths of the Earth. That was the first module I ever bought (not counting Keep on the Borderlands, which came with my Basic D&D set). I have to agree that the lack of plot is a kind of refreshing novelty in these days of high drama adventures. Don't get me wrong. The reason that we currently play High Drama adventures (and rarely from a module anymore) is because the group I play with is mostly made up of people who have been playing for more than 2 decades and have matured to the point where we enjoy the role-playing as much as we enjoy killing things. However, you just have to love the simplicity of modules like D1-2 that have a LICH as a regular dungeon encounter. Not the big bad guy. Not a climax to the adventure. If you don't know to look for him, it is easy just to walk past the cave he makes his lair in and never even know he's there. Just down the way are some troglodytes and other medium level encounters, while a lich who was presumably a powerful magic user just sits in his cave for no apparent reason. It's almost like Monster Manual Apartments, where any evil fiend can find a cozy little home, regardless of race, creed, or Encounter Level. And in the early days of the game, they didn't ask why a lich was content to live in a small cave surrounded by other creaters that had no ecological reason to be there other than the designer thought that they would be fun encounters to put in. The players just pulled out their swords and spell components and started hacking and blasting away. And then a few yards down the way, they would be likely to trigger a trap that would kill half the party, and they might get a single saving throw to avoid it IF THEY WERE LUCKY. I love the simplicity of these old games, even if I did find myself shaking my head in wonder at the out-of-place lich in D1-2 a few months ago when I re-read the module. [/QUOTE]
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So, what makes 1e adventures so great?
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