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General Tabletop Discussion
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Worlds of Design: The Tyranny and Freedom of Player Agency
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<blockquote data-quote="dragoner" data-source="post: 7788874" data-attributes="member: 6943731"><p>I remember those old modules, some of the best times were playing GDQ, I was 13 and the DM was 17, I used to think him so cool and mature, but now ... we were just kids. lol It was pretty sandboxy, had to be, the old modules were so thin, and there was an arc, by Queen of Demonweb Pits, we were stupid powerful. My Character was killed by a Succubus and Vampire, just a Human Paladin, then I started another, a Drow Assassin; there was a lot of hilarity in that game too. The DM depended on the random tables, and we wandered around killing stuff, like an Illithid outpost, (Mindflayers) it was all so new and weird. Most of the other modules we played singly until enough of our own lore had been built, that we just did whatever, usually rolling up new characters, AD&D had a sweet spot, from about Level 3-9.</p><p></p><p>I think one thing that newer modules did, was that in seeing some linear path was good, decided that more would be better. Except in that the more of material, it sort of locked the players in to doing it the one way. I feel expectations were about the same, though AD&D had some silly long combats, we had a tendency to streamline the rules. In time, both rules sets and adventures had morphed into the thick high crunch tomes that are probably what got the bad reputation. Then again there is no real accounting for plainly bad material, even then bad material in the hands of a good GM could be fun. That really seems to be the crux in my mind, the being a good GM part, it is where the game resolves.</p></blockquote><p></p>
[QUOTE="dragoner, post: 7788874, member: 6943731"] I remember those old modules, some of the best times were playing GDQ, I was 13 and the DM was 17, I used to think him so cool and mature, but now ... we were just kids. lol It was pretty sandboxy, had to be, the old modules were so thin, and there was an arc, by Queen of Demonweb Pits, we were stupid powerful. My Character was killed by a Succubus and Vampire, just a Human Paladin, then I started another, a Drow Assassin; there was a lot of hilarity in that game too. The DM depended on the random tables, and we wandered around killing stuff, like an Illithid outpost, (Mindflayers) it was all so new and weird. Most of the other modules we played singly until enough of our own lore had been built, that we just did whatever, usually rolling up new characters, AD&D had a sweet spot, from about Level 3-9. I think one thing that newer modules did, was that in seeing some linear path was good, decided that more would be better. Except in that the more of material, it sort of locked the players in to doing it the one way. I feel expectations were about the same, though AD&D had some silly long combats, we had a tendency to streamline the rules. In time, both rules sets and adventures had morphed into the thick high crunch tomes that are probably what got the bad reputation. Then again there is no real accounting for plainly bad material, even then bad material in the hands of a good GM could be fun. That really seems to be the crux in my mind, the being a good GM part, it is where the game resolves. [/QUOTE]
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