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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
This tells me OSR is alive and well.
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 9375371" data-attributes="member: 11760"><p>If I suggested that there aren't <em>any</em> older modules that are good, I misspoke.</p><p></p><p>That said, I think <em>most</em> of the ones pushed in these threads all the time are not.</p><p></p><p>The GDQ series being the "best adventure of all time" according to Dragon magazine is a nonsense result, for instance, as those adventures run from decent to not good. Even among TSR works, the Slavers series is vastly better, and standalone adventures like Against the Cult of the Reptile God or Ravenloft effortlessly run rings around GDQ.</p><p></p><p>Also, I think some of TSR's obscurities, like The Lost Island of Castanamir, are significantly better than some of the better known ones of the era, even if it's probably a B by today's standards.</p><p></p><p>IMO, those older adventures loom large because so many of our Gen X user base has played them so often and because, frankly, a lot of them haven't strayed into looking at similar adventures created by the OSR since then.</p><p></p><p>Tomb of the Serpent Kings is a significantly better foray into OSR for a new group than Keep on the Borderlands or especially In Search of the Unknown. (And it's free!)</p><p></p><p>That doesn't mean that those other adventures aren't iconic, that the pool room or fungus garden from B1 don't make me smile whenever I see them referenced in later works, or the 4E (?) painting of the Caves of Chaos didn't make my heart sing.</p><p></p><p>But the state of the art for adventure design is much better than it was in the late 1970s and early 1980s. And frankly, it'd be embarrassing for all involved if the state of the art never improved in nearly 50 years.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 9375371, member: 11760"] If I suggested that there aren't [I]any[/I] older modules that are good, I misspoke. That said, I think [I]most[/I] of the ones pushed in these threads all the time are not. The GDQ series being the "best adventure of all time" according to Dragon magazine is a nonsense result, for instance, as those adventures run from decent to not good. Even among TSR works, the Slavers series is vastly better, and standalone adventures like Against the Cult of the Reptile God or Ravenloft effortlessly run rings around GDQ. Also, I think some of TSR's obscurities, like The Lost Island of Castanamir, are significantly better than some of the better known ones of the era, even if it's probably a B by today's standards. IMO, those older adventures loom large because so many of our Gen X user base has played them so often and because, frankly, a lot of them haven't strayed into looking at similar adventures created by the OSR since then. Tomb of the Serpent Kings is a significantly better foray into OSR for a new group than Keep on the Borderlands or especially In Search of the Unknown. (And it's free!) That doesn't mean that those other adventures aren't iconic, that the pool room or fungus garden from B1 don't make me smile whenever I see them referenced in later works, or the 4E (?) painting of the Caves of Chaos didn't make my heart sing. But the state of the art for adventure design is much better than it was in the late 1970s and early 1980s. And frankly, it'd be embarrassing for all involved if the state of the art never improved in nearly 50 years. [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
This tells me OSR is alive and well.
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