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What adventure module defines D&D to you?
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<blockquote data-quote="roguerouge" data-source="post: 5018275" data-attributes="member: 13855"><p>Not really. If I want to define a flower for somebody who's never seen one, I don't point to the seed or its root systems. If I want to define the medium of film, I don't point to Lumiere Brothers actualities, despite their excellence. If I wanted to define culture, I wouldn't focus exclusively on cave paintings or tribal taboos. It wouldn't even occur to me to turn to the oldest classical music first to try to define classical music. I'd define the nature of classical music first, then look for the best examples of those principles.</p><p></p><p>So, my process would be that I'd figure out what my definition of DnD was, the archetypes of the experience, then find examples of the archetypes from across the entire range of practice. Mine happened to come from 3e, not because of any inherent rightness of the edition (I've played everything from Red Box to 4e in the past five years), but because I genuinely think those three examples are the most readable archetypes of the DnD genre of gaming for me. </p><p></p><p>That's why I found it so unusual that so many people--not everyone, certainly--focused on one edition's modules.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 5018275, member: 13855"] Not really. If I want to define a flower for somebody who's never seen one, I don't point to the seed or its root systems. If I want to define the medium of film, I don't point to Lumiere Brothers actualities, despite their excellence. If I wanted to define culture, I wouldn't focus exclusively on cave paintings or tribal taboos. It wouldn't even occur to me to turn to the oldest classical music first to try to define classical music. I'd define the nature of classical music first, then look for the best examples of those principles. So, my process would be that I'd figure out what my definition of DnD was, the archetypes of the experience, then find examples of the archetypes from across the entire range of practice. Mine happened to come from 3e, not because of any inherent rightness of the edition (I've played everything from Red Box to 4e in the past five years), but because I genuinely think those three examples are the most readable archetypes of the DnD genre of gaming for me. That's why I found it so unusual that so many people--not everyone, certainly--focused on one edition's modules. [/QUOTE]
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What adventure module defines D&D to you?
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