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My own speculation is that an OGL-like "free to read and play and re-mix" ruleset will be king, and that WotC might still publish books, but they won't be from WotC to the masses -- they will be from some core of hardcore players, to the broader audience, possibly passing through WotC on the way.

The whole "Wonders of Technology!" thing is a little naive. Usually the more potent (and harder to predict) effect is on behavior and mentality.
 
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My own speculation is that an OGL-like "free to read and play and re-mix" ruleset will be king, and that WotC might still publish books, but they won't be from WotC to the masses -- they will be from some core of hardcore players, to the broader audience, possibly passing through WotC on the way.

Like a "Linux" open source style of rpg?
 

The one 1E AD&D adventure path which really stood out to me as outstanding at the time, was the giants-drow-demonweb pit series

G1-2-3 -> D1-2-3 -> Q1

I don't remember many other 1E adventure paths or modules which really stood out in my mind.

Some of this could be nostalgia.

I think there were several 1Ed & 2Ed modules that were damn good- I liked the Slavers series, a few of the S modules, Desert of Desolation, Vecna Lives! and some others.

But the Giants/Drow/Demonweb was exceptional. If it wasn't the best, it was #2 by a hair(foot).
 

I think there were several 1Ed & 2Ed modules that were damn good- I liked the Slavers series, a few of the S modules, Desert of Desolation, Vecna Lives! and some others.

I remember the A1-2-3-4 slaves series. I have them, but never got around to playing the entire series. Back in the day, we only got to A2.

I never really played the S modules other than S1 Tomb of Horrors.
 

The one 1E AD&D adventure path which really stood out to me as outstanding at the time, was the giants-drow-demonweb pit series

G1-2-3 -> D1-2-3 -> Q1

I don't remember many other 1E adventure paths or modules which really stood out in my mind.

Some of this could be nostalgia.

Well, I won't deny those were good modules. But I don't see the 1e adventures as a whole being immune to sturgeon's law. There were just a lot of adventures published.
 

Well, I won't deny those were good modules. But I don't see the 1e adventures as a whole being immune to sturgeon's law. There were just a lot of adventures published.

Oh yeah. There were plenty of 1E AD&D and BECMI D&D modules which were largely unmemorable that I don't even remember much of.

Which WotC 3E/3.5E modules do you think were outstanding?

The 3E/3.5E WotC modules which stood out in my mind are Expedition to the Ruins of Greyhawk, and Return to the Temple of Elemental Evil. Most of the others were largely unmemorable to me.
 

Oh yeah. There were plenty of 1E AD&D and BECMI D&D modules which were largely unmemorable that I don't even remember much of.

Which WotC 3E/3.5E modules do you think were outstanding?

The 3E/3.5E WotC modules which stood out in my mind are Expedition to the Ruins of Greyhawk, and Return to the Temple of Elemental Evil. Most of the others were largely unmemorable to me.

Well, the pazio adventure paths are certainly memorable and pretty good, and their post Dungeon run has been even better. RttToEE was memorable for me, but not in a good way. Red Hand of Doom gets really good reviews from those who played it. Personally, I like Sunless Citadel, but I recognize that is 90% nostalgia.
 

Well, the pazio adventure paths are certainly memorable and pretty good, and their post Dungeon run has been even better.

I've found Paizo's APs have been very memorable and top notch so far. It certainly beats most of the WotC 3E/3.5E modules I have.

RttToEE was memorable for me, but not in a good way. Red Hand of Doom gets really good reviews from those who played it. Personally, I like Sunless Citadel, but I recognize that is 90% nostalgia.

I haven't played Sunless Citadel and Red Hand of Doom yet.
 

I would argue that the easily qualifier gives me a hook out. It takes an investment of time to both learn and set up the VTTs out there right now. Prep time seems to be about double, from what I understand. That strikes me as not particularly easy.
I am not sure of what point you are trying to make. You initially pointed out that table top rpgs would be the last games played online, and I pointed out that there were people already playing them online.
I do not dispute that there are issues and extra hassles in playing in this way but it is being done.
 

Which WotC 3E/3.5E modules do you think were
outstanding?
Red Hand of Doom was good, but yea.... WoTC didn't do very well with the adventured for 3.x.

But there were some VERY memorable 3PP ones. Some of the best ones I ever played, like the first Freeport series, a bunch of Goodman and Necromancer modules as well as many of Monte's 3.x adventures too. EDIT: And Paizo's adventures have been consistently good for a long time.

There were some seriously awesome 3PP settings for 3.x as well.
 

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