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<blockquote data-quote="Henry" data-source="post: 2530057" data-attributes="member: 158"><p>First of all, having a BAD plot is different from having NO plot. Keep, Horror on the Hill, etc. were site-specific adventures. There were numerous foes there, seemingly next to one another for no reason - but it was left to the DM to inject that reason. If a plot is given, but it's BAD, and the DM uses it anyway, then a lackluster adventure is probably the result. To be fair, you'd have the SAME result if the GM just opened up Keep on the Borderlands and used it as-is. In the older modules, monster and encounter placement made <em>logistical </em>sense, but not necessarily <em>rational </em>sense.</p><p></p><p>As for requiring a reason, I think it's the difference between people's source for inspiration now versus then. In earlier days, gamers young and old were already inundated with tales of Arthur and Conan (especially the movie and comic book Conan), and similar novels where the heroes adventured for riches and fame because that's what they did. Somewhere between Dragonlance and Dragonball Z, reasons WHY began to take precedence. </p><p></p><p>There were PLENTY of gamers way back when inserting plot and reasons to adventure in their games -- just ask Diaglo! -- but the majority of us punk kids wanted to imitate Conan or the original GI Joe (check the plot in some of those 1960's and 70's GI-joe mini-comics sometime!) and fight things and win and get rich! (GI Joe never got rich, but he faced the unknown and kicked butt.)</p></blockquote><p></p>
[QUOTE="Henry, post: 2530057, member: 158"] First of all, having a BAD plot is different from having NO plot. Keep, Horror on the Hill, etc. were site-specific adventures. There were numerous foes there, seemingly next to one another for no reason - but it was left to the DM to inject that reason. If a plot is given, but it's BAD, and the DM uses it anyway, then a lackluster adventure is probably the result. To be fair, you'd have the SAME result if the GM just opened up Keep on the Borderlands and used it as-is. In the older modules, monster and encounter placement made [I]logistical [/I]sense, but not necessarily [I]rational [/I]sense. As for requiring a reason, I think it's the difference between people's source for inspiration now versus then. In earlier days, gamers young and old were already inundated with tales of Arthur and Conan (especially the movie and comic book Conan), and similar novels where the heroes adventured for riches and fame because that's what they did. Somewhere between Dragonlance and Dragonball Z, reasons WHY began to take precedence. There were PLENTY of gamers way back when inserting plot and reasons to adventure in their games -- just ask Diaglo! -- but the majority of us punk kids wanted to imitate Conan or the original GI Joe (check the plot in some of those 1960's and 70's GI-joe mini-comics sometime!) and fight things and win and get rich! (GI Joe never got rich, but he faced the unknown and kicked butt.) [/QUOTE]
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