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What are the classic adventure modules of 3E? (with a tally!)
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<blockquote data-quote="rounser" data-source="post: 319386" data-attributes="member: 1106"><p>So this is the thinking behind the "crunch good, fluff bad" brigade! You assume that all of us who don't want just crunch glorious crunch are after some 2E era FR supplement brimming with fluff that will never see in-game use. This is the problem with such simplistic models for viewing things - you never see things that don't fit your model.</p><p></p><p>Some examples:</p><p></p><p>Where do adventures fit into your crunch/fluff dichotomy? That's my main focus - apart from villains, what else does a campaign focus upon but adventures? This is stuff that players see, and it isn't fluff text - it saves time...a lot of time. As this thread proves, WotC's efforts in this department aren't very good if your vision of D&D goes beyond megadungeons and railroading. Nevermind, they don't sell - leave the adventures to d20 publishers and Dungeon magazine. Oh, and better release Races of Faerun, they're gonna need that fer sure...</p><p></p><p>Would you also dismiss Volo's Guides as "ego-stroking fluff which the players don't see", or stuff which directly ends up in a game? Inns they can walk into? What about city books from d20 publishers? Neither of these fit the cute little "crunch bad, fluff good" model that keeps on coming up. I also note that there's no room in your view of fluff to recognise that inspiration is something of worth in this game, and you don't need fluff to induce that. You failed to comprehend how the ELH (or any other product for that matter, I'm not suggesting that the ELH was lacking in soul - simply because I haven't bought it) could be technically correct yet completely lacking in inspiration and "soul", and because it was difficult to quantify, handwaved it away. Now I know why. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p></blockquote><p></p>
[QUOTE="rounser, post: 319386, member: 1106"] So this is the thinking behind the "crunch good, fluff bad" brigade! You assume that all of us who don't want just crunch glorious crunch are after some 2E era FR supplement brimming with fluff that will never see in-game use. This is the problem with such simplistic models for viewing things - you never see things that don't fit your model. Some examples: Where do adventures fit into your crunch/fluff dichotomy? That's my main focus - apart from villains, what else does a campaign focus upon but adventures? This is stuff that players see, and it isn't fluff text - it saves time...a lot of time. As this thread proves, WotC's efforts in this department aren't very good if your vision of D&D goes beyond megadungeons and railroading. Nevermind, they don't sell - leave the adventures to d20 publishers and Dungeon magazine. Oh, and better release Races of Faerun, they're gonna need that fer sure... Would you also dismiss Volo's Guides as "ego-stroking fluff which the players don't see", or stuff which directly ends up in a game? Inns they can walk into? What about city books from d20 publishers? Neither of these fit the cute little "crunch bad, fluff good" model that keeps on coming up. I also note that there's no room in your view of fluff to recognise that inspiration is something of worth in this game, and you don't need fluff to induce that. You failed to comprehend how the ELH (or any other product for that matter, I'm not suggesting that the ELH was lacking in soul - simply because I haven't bought it) could be technically correct yet completely lacking in inspiration and "soul", and because it was difficult to quantify, handwaved it away. Now I know why. :rolleyes: [/QUOTE]
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What are the classic adventure modules of 3E? (with a tally!)
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