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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7768530" data-attributes="member: 6873517"><p>Old Skool "killer dungeon" type D&D could be hella fun. I started playing in the early '80s when the transition started. Modules before <em>Dragonlance</em> were much less story based but <em>Dragonlance</em> (and maybe a few other things, but definitely it) really pushed much more towards "RPGs as story" where module writer was author in proxy for the DM. There are good and bad aspects to both. I tend to prefer the more "module as setting" area approach taken by, say, <em>The Secret of Bone Hill</em>, which lets me figure out my own story in an area, but they both work nicely in a lot of ways. </p><p></p><p>I'm currently running <em>The Desert of Desolation</em>, also by Tracy Hickman though with lots of additions in the supermodule version that was published in the late '80s. It's a great example of an interesting overall story but rather than considering it as linear, I'm letting the PCs loose in it with various prophecies and visions to guide them. If you want a good referent of how I've designed the sequence, it's much more like the modern classic <em>Knights of the Old Republic</em> video game, which has things start linearly for a while, then branch off to allow the player to pursue side quests and take the challenges in various orders, and then closes back to a more linear path as the story comes to a finish.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7768530, member: 6873517"] Old Skool "killer dungeon" type D&D could be hella fun. I started playing in the early '80s when the transition started. Modules before [I]Dragonlance[/I] were much less story based but [I]Dragonlance[/I] (and maybe a few other things, but definitely it) really pushed much more towards "RPGs as story" where module writer was author in proxy for the DM. There are good and bad aspects to both. I tend to prefer the more "module as setting" area approach taken by, say, [I]The Secret of Bone Hill[/I], which lets me figure out my own story in an area, but they both work nicely in a lot of ways. I'm currently running [I]The Desert of Desolation[/I], also by Tracy Hickman though with lots of additions in the supermodule version that was published in the late '80s. It's a great example of an interesting overall story but rather than considering it as linear, I'm letting the PCs loose in it with various prophecies and visions to guide them. If you want a good referent of how I've designed the sequence, it's much more like the modern classic [I]Knights of the Old Republic[/I] video game, which has things start linearly for a while, then branch off to allow the player to pursue side quests and take the challenges in various orders, and then closes back to a more linear path as the story comes to a finish. [/QUOTE]
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