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General Tabletop Discussion
*Pathfinder & Starfinder
The Awesome Endurance of D&D's First Modules
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<blockquote data-quote="howandwhy99" data-source="post: 6491149" data-attributes="member: 3192"><p> <ul> <li data-xf-list-type="ul">Designer fame</li> <li data-xf-list-type="ul">Popularity of D&D at the time including size of fan base</li> <li data-xf-list-type="ul">Popularity of the module at its release</li> <li data-xf-list-type="ul">Amount of modules already available when released</li> <li data-xf-list-type="ul">In some respect, "first to the scene effect" means being remembered more than who followed</li> <li data-xf-list-type="ul">Advertising, they published some modules in the 100,000s before knowing their popularity</li> <li data-xf-list-type="ul">Word of Mouth, the more who played and enjoyed a module the more staying power</li> <li data-xf-list-type="ul">and yes, design excellence</li> </ul><p></p><p>Gary had a wide mix of talents and ability. He was not only creative, but he was also good at game design - a mentally strenuous mathematical exercise. Early D&D modules were game designs first and foremost and Gary had as much talent for creating them as anyone ever has. Unlike today's story-based designs where the players must either create or follow the plot of an "adventure", Gary designed D&D modules like he designed wargame modules. Most of his modules were either for tournaments - timed team competitions - or were components to be added to the overall campaign map of the standard long game. </p><p></p><p>In terms of design this means mazes. Try and draw a maze on grid paper. I think every D&D DM has tried to do this at one point or another. It's a fundamental requirement of game prep. Then scrutinize closely one of Gary's maps. He was an expert at his craft and it doesn't come easily. </p><p></p><p>I think it's easy to snub everything that ever occurred before today as bad by calling it nostalgia. But for those willing to search for quality it can be found by changing one's perspective from the current time and place to the one in the world you're exploring.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6491149, member: 3192"] [LIST] [*]Designer fame [*]Popularity of D&D at the time including size of fan base [*]Popularity of the module at its release [*]Amount of modules already available when released [*]In some respect, "first to the scene effect" means being remembered more than who followed [*]Advertising, they published some modules in the 100,000s before knowing their popularity [*]Word of Mouth, the more who played and enjoyed a module the more staying power [*]and yes, design excellence [/LIST] Gary had a wide mix of talents and ability. He was not only creative, but he was also good at game design - a mentally strenuous mathematical exercise. Early D&D modules were game designs first and foremost and Gary had as much talent for creating them as anyone ever has. Unlike today's story-based designs where the players must either create or follow the plot of an "adventure", Gary designed D&D modules like he designed wargame modules. Most of his modules were either for tournaments - timed team competitions - or were components to be added to the overall campaign map of the standard long game. In terms of design this means mazes. Try and draw a maze on grid paper. I think every D&D DM has tried to do this at one point or another. It's a fundamental requirement of game prep. Then scrutinize closely one of Gary's maps. He was an expert at his craft and it doesn't come easily. I think it's easy to snub everything that ever occurred before today as bad by calling it nostalgia. But for those willing to search for quality it can be found by changing one's perspective from the current time and place to the one in the world you're exploring. [/QUOTE]
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The Awesome Endurance of D&D's First Modules
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