GraysonAC wrote:Mental Note: Walk to GenCon 2006 if John is flying.
ifearyeti wrote:I started out with the intent of replacing my worn AD&D books.I never even knew of the existence of woodgrains or even white boxes before I started hanging around The Acaeum. Now I want some. You're all a bad influence.20 years in the future when the children of the 3.5e era begin building their nests of all things Dungeons and Dragons, I am certain that there will be plenty of willing buyers for woodgrains and OCEs. But will they want Jade Hares or ST1s?
jonjhargreaves wrote:ifearyeti wrote:I started out with the intent of replacing my worn AD&D books.I never even knew of the existence of woodgrains or even white boxes before I started hanging around The Acaeum. Now I want some. You're all a bad influence.20 years in the future when the children of the 3.5e era begin building their nests of all things Dungeons and Dragons, I am certain that there will be plenty of willing buyers for woodgrains and OCEs. But will they want Jade Hares or ST1s?Good point. Why should the prices go down as the next generation start collecting? Unless 3.5 and d20 and whatever comes next ??? are really as bad as you all let on, in which case they won't start collecting!Collectors will only start collecting if what they know is any good. Once they find out about older stuff, they are going to be interested, particularly if its found to be better.I'm with ifearyeti on this one. I'd never heard of OD&D, let alone seen it, (I started out in about 82 or 83!), until I started reading here. As a result, I've recently bought an OCE, Greyhawk, would like to get the other supplements and would love to get my hands on some of the really old rare modules.From the little I've seen, the AD&D stuff is much more readable, playable etc., but hey, reading these early WD I've bought, the whole start of this hobby is truely fascinating (and quite frankly hilarious - some of these articles on "Monstermark" etc. have me in stitches). I want more - I can't be alone. The only thing that can stop it, is the death of RPGs (is that going to happen?). I know of at least a dozen kids who play regulalarly at my school - and as in my day, these are only the ones who own up to it!!! Lets face it, D&D was never cool at school, but although much smaller now as a hobby, is it really going to die?
jonjhargreaves wrote:...truely fascinating (and quite frankly hilarious - some of these articles on "Monstermark" etc. have me in stitches)...
johnhuck wrote:No offence to Don Turnbull, but
johnhuck wrote:First time I've heard the Monstermark system desribed as hilarious No offence to Don Turnbull, but "mind numbingly boring" or "effectively useless" (except perhaps for the insomniacs out there) would be my choice of words
jonjhargreaves wrote:From the little I've seen, the AD&D stuff is much more readable, playable etc.,
GraysonAC wrote:Running a letter series adventure right from the module would involve a lot of on-your-feet thinking up of room descriptions, with some modules, coming up with entire areas on the fly. That was eliminated in 3rd, with the de facto standard being to have full text-box descriptions for each area.
bclarkie wrote:Just about every 1st edition module that I own has an area descritption for almost every area. :? Granted it doesnt there include a books worth of material, but then again that is why I much prefer it.
GraysonAC wrote:Q1 has very few descriptions. Lots of good details about what you'll find, but again, you'll be making up details and coming up with "boxed" text on the fly.
killjoy32 wrote:THAT is why i like it. cos everything is interpreted by the individual, instead of the "spoon fed" stuff that most of the new stuff is.for me, there never will be a comparison, the old stuff will always beat it hands down.Al
GraysonAC wrote:To each their own, for sure Personally, I prefer to do entirely custom adventures. I've used modules in the past, and found that they very rarely account for the crazy crap my player's get up to, heh. Then again, I can't stand the "monster-in-a-room-guarding-a-chest" syndrome that was popular back then. Most of the adventures I run are plot-driven, rather than area-driven. Not a lot of hacking through dungeons in my games (although enough to keep the bloodier-minded players happy )
bclarkie wrote:GraysonAC wrote:Running a letter series adventure right from the module would involve a lot of on-your-feet thinking up of room descriptions, with some modules, coming up with entire areas on the fly. That was eliminated in 3rd, with the de facto standard being to have full text-box descriptions for each area. Just about every 1st edition module that I own has an area descritption for almost every area. :? Granted it doesnt there include a books worth of material, but then again that is why I much prefer it.
MShipley88 wrote: "Almost" every area. I always have wondered why a writer would include a room with no description. "37 - This room is empty. There is nothing of interest here." Too true...nothing of interest at all. Why not invent something to find in that room, even if it is only grafitti?
I find newer modules to be too restrictive in setting. Instead of just giving me a few great maps (which are not that much harder to draw than bad maps) and a storyline, the writer too often wants to trap me in his world. Major story components are too closely tied to a particular fantasy setting.