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General Tabletop Discussion
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Why (and when) did "Adventure Paths" replace modules?
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<blockquote data-quote="Mark CMG" data-source="post: 6832482" data-attributes="member: 10479"><p>I think there are a few misconceptions being glossed over in this thread that might have folks thinking they are disagreeing or agreeing with one another when they may not be. Not that it is all that important. Anyway, much of what was originally called a "module" was literally a modular mini-setting without any hard-and-fast narrative beyond the hooks and thus no particular expected "adventure" in the story sense of the word. As TSR expanded beyond the early core of employees, some came in and wrote modules more along the lines of what was expected to be a particular adventure.</p><p></p><p>As pointed out above, the DL series is a good example of an early adventure path though I wouldn't be so sure about the earlier part of the GDQ series. In the Giant series, for example, there was something happening in a location in each and the idea was for the PCs to do something about it, but you weren't going from point A to point H and hitting all the letters in between as a matter of plotting. Sure, there was also the idea that if they were tackled in order the PCs would be roughly equipped and experienced enough to handle what was in subsequent endeavors but they were as close to modular as something like that could be expected to be. This has not often been true for quite some time.</p><p></p><p>While the early 3.XE Sunless Citadel series was modular in that you could substitute your own for this one or that one fairly easily, each given adventure was not a mini-setting in the way that early modules were, and had much more plotting and expected linear behavior to be followed. Again, calling back to the DL series, I think we'd all agree that those were as linear as almost anything that has been written under the brand.</p><p></p><p>So, if the question is "When did the terminology changed?" that's easy to pinpoint with not too much digging and has been done up-thread. But if the implied question is when did stuff become primarily-linear *within* the adventures as well as primarily-linear for each series, that jumps back and forth a bit.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 6832482, member: 10479"] I think there are a few misconceptions being glossed over in this thread that might have folks thinking they are disagreeing or agreeing with one another when they may not be. Not that it is all that important. Anyway, much of what was originally called a "module" was literally a modular mini-setting without any hard-and-fast narrative beyond the hooks and thus no particular expected "adventure" in the story sense of the word. As TSR expanded beyond the early core of employees, some came in and wrote modules more along the lines of what was expected to be a particular adventure. As pointed out above, the DL series is a good example of an early adventure path though I wouldn't be so sure about the earlier part of the GDQ series. In the Giant series, for example, there was something happening in a location in each and the idea was for the PCs to do something about it, but you weren't going from point A to point H and hitting all the letters in between as a matter of plotting. Sure, there was also the idea that if they were tackled in order the PCs would be roughly equipped and experienced enough to handle what was in subsequent endeavors but they were as close to modular as something like that could be expected to be. This has not often been true for quite some time. While the early 3.XE Sunless Citadel series was modular in that you could substitute your own for this one or that one fairly easily, each given adventure was not a mini-setting in the way that early modules were, and had much more plotting and expected linear behavior to be followed. Again, calling back to the DL series, I think we'd all agree that those were as linear as almost anything that has been written under the brand. So, if the question is "When did the terminology changed?" that's easy to pinpoint with not too much digging and has been done up-thread. But if the implied question is when did stuff become primarily-linear *within* the adventures as well as primarily-linear for each series, that jumps back and forth a bit. [/QUOTE]
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