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When Adventure Designers Cheat
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<blockquote data-quote="Psion" data-source="post: 3233069" data-attributes="member: 172"><p>My response to this is obliquely a response to vig.</p><p></p><p>Though the styling of adventures evolved over editions, 1e era adventures (along with the DMG) set the groundwork for what an adventure should be. Fundamentally, I have been playing since 1e and still find my formative gaming influences telling.</p><p></p><p>But the thing is this: even within those constraints, there was room for dichotomous styles to evolve. Above Chuck sites White Plume Mountain as an example of the best 1e has to offer, and I rhetorically wince. Though I'd like to believe there is objective merit to my position, all I can really objectively put forth is that WPM (along with ToH) represents a style of adventure that I don't like.</p><p></p><p>What do I like? Well, I'd like to offer that my first longstanding DM was as likely to get his ideas from an issue of Thor or a Gene Wolfe novel as a module, as far as modules went, D1-2 and D3 and X1 are far more representative of what my style became than WPM or similar modules. In short, I found myself connecting more to modules that were more loosely defined scenarios and the GM was relied on to come up with events and NPC actions, rather than adventures like WPM with few actual NPCs and strictly defined situations.</p></blockquote><p></p>
[QUOTE="Psion, post: 3233069, member: 172"] My response to this is obliquely a response to vig. Though the styling of adventures evolved over editions, 1e era adventures (along with the DMG) set the groundwork for what an adventure should be. Fundamentally, I have been playing since 1e and still find my formative gaming influences telling. But the thing is this: even within those constraints, there was room for dichotomous styles to evolve. Above Chuck sites White Plume Mountain as an example of the best 1e has to offer, and I rhetorically wince. Though I'd like to believe there is objective merit to my position, all I can really objectively put forth is that WPM (along with ToH) represents a style of adventure that I don't like. What do I like? Well, I'd like to offer that my first longstanding DM was as likely to get his ideas from an issue of Thor or a Gene Wolfe novel as a module, as far as modules went, D1-2 and D3 and X1 are far more representative of what my style became than WPM or similar modules. In short, I found myself connecting more to modules that were more loosely defined scenarios and the GM was relied on to come up with events and NPC actions, rather than adventures like WPM with few actual NPCs and strictly defined situations. [/QUOTE]
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