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.
GraysonAC wrote:"What are they eating, and where is it going when they're done?"
ExTSR wrote:johnhuck wrote:No offence to Don Turnbull, butI doubt that he'll mind; he passed away a couple o' years ago.Don and I never got along very well...
johnhuck wrote:No offence to Don Turnbull, but
bclarkie wrote:improvstone wrote:If so it is possible the copy he has is not mint and he wants to upgrade ....I mean I don't want to be too critical, but for $1800.00....................
improvstone wrote:If so it is possible the copy he has is not mint and he wants to upgrade ....
afoolandhis$ wrote:Uh oh, watch out, Al!
johnhuck wrote:GraysonAC wrote:"What are they eating, and where is it going when they're done?" I can imagine the delight of DMs. "You've just opened the door to the only toilet in G3. Everyone needs to make a system shock roll."
afoolandhis$ wrote:Hey Tyson,Congrats. I'm seriously glad on your behalf that you got a decent price for it. Well done!