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<blockquote data-quote="pming" data-source="post: 6707687" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>F. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Not a new idea... mostly just a reaffirmation of the old. I *love* the way the old 1e modules were done. One every month or so, 32'ish pages, unattached card-stock mono-chrome-map cover. Lots of maps, simple NPC descriptions with bare-minimum stats (re: no half-page or full-page+ "detailed write up"). Random encounter charts for various areas, levels, etc. Overall story baseline, with one or two 'plots' going on that can be taken and run with...or completely ignored...as the DM desires. Something I can pick up, skim over for an hour before game time, and just play some f'in D&D!</p><p></p><p>All these new "story first, substance second" adventures that WotC/Subsids are putting out are fine and dandy, but MUCH too expensive for the amount of replayability they are likely to get, as well as being just outright horrible for actual in-game use. When I have to have a half dozen book marks (at least!) in a big, clunky hardback just to run one "encounter"...something is wrong. That is not conducive to making the DM's life easier to run a game.</p><p></p><p>Give me a b/w, floppy, stapled-together 32 page adventure module that is written with the same mentality that 5e was written in (re: "fast and loose", or "here are the basics, you can flavour to taste"). A lot of old modules get poo-poo'ed for various reasons. However, I have played (mostly DM'ed) a LOT of my old modules over and over....with primarily the same group of players!... all through my DM'ing experience. I can't tell you how many times I've run "The Keep on the Borderlands", "Dwellers of the Forbidden City", or "The Secret of Bone Hill". But I can tell you that <em>every single time</em> I ran them, they had different stories, outcomes, surprises and experiences. For $10 each (roughly), I've gotten probably THOUSANDS of $$$ worth of adventure out of them.</p><p></p><p>The "Lost Mines of Phandelver" in the Starter Set was the right way to go (sans glossy pages...I can't stand glossy pages). Alas, WotC decided to nix that and go with $65 hardback "story books you can play" so that they can more easily do whatever the hell it is they are trying to do with "D&D, the Experience!" branding shenanigans. </p><p></p><p>So, yeah. Bring back the 1e style adventure modules style! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6707687, member: 45197"] Hiya! F. :) Not a new idea... mostly just a reaffirmation of the old. I *love* the way the old 1e modules were done. One every month or so, 32'ish pages, unattached card-stock mono-chrome-map cover. Lots of maps, simple NPC descriptions with bare-minimum stats (re: no half-page or full-page+ "detailed write up"). Random encounter charts for various areas, levels, etc. Overall story baseline, with one or two 'plots' going on that can be taken and run with...or completely ignored...as the DM desires. Something I can pick up, skim over for an hour before game time, and just play some f'in D&D! All these new "story first, substance second" adventures that WotC/Subsids are putting out are fine and dandy, but MUCH too expensive for the amount of replayability they are likely to get, as well as being just outright horrible for actual in-game use. When I have to have a half dozen book marks (at least!) in a big, clunky hardback just to run one "encounter"...something is wrong. That is not conducive to making the DM's life easier to run a game. Give me a b/w, floppy, stapled-together 32 page adventure module that is written with the same mentality that 5e was written in (re: "fast and loose", or "here are the basics, you can flavour to taste"). A lot of old modules get poo-poo'ed for various reasons. However, I have played (mostly DM'ed) a LOT of my old modules over and over....with primarily the same group of players!... all through my DM'ing experience. I can't tell you how many times I've run "The Keep on the Borderlands", "Dwellers of the Forbidden City", or "The Secret of Bone Hill". But I can tell you that [I]every single time[/I] I ran them, they had different stories, outcomes, surprises and experiences. For $10 each (roughly), I've gotten probably THOUSANDS of $$$ worth of adventure out of them. The "Lost Mines of Phandelver" in the Starter Set was the right way to go (sans glossy pages...I can't stand glossy pages). Alas, WotC decided to nix that and go with $65 hardback "story books you can play" so that they can more easily do whatever the hell it is they are trying to do with "D&D, the Experience!" branding shenanigans. So, yeah. Bring back the 1e style adventure modules style! :) ^_^ Paul L. Ming [/QUOTE]
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