The Collector's Trove wrote:What the heck adventure was that?
The Collector's Trove wrote:Howdy,What the heck adventure was that?Futures Bright,Paul
MShipley88 wrote:The standard operating procedure in my own campaigns has been to start over with new characters whenever the game began to break down due to PC power levels. In 1st Edition AD&D, this was around 9th-11th levels. ...snip....Mark
What the heck adventure was that?
sleepyCO wrote:To all of you --MShipley88, bad mike, etc.--you all may have hit on something, and it's a point I had not thought of. The fact that most of us (?) here started in some way with the first-edition modules gives (most of) us a common starting point--the Greyhawk world (and later Mystara) and all of the modules that came out. How many of us really can relate Eberron or even Dragonlance (beyond the DL1-DL16 series) to all of us? Most everyone here has either played, DM'ed, and/or at least read those modules. Yes, some were weak, some stunk, and some were good to great. But if someone said (as done in this thread) that they had played T1 The Village of Hommlet with modifications, it would be safe to say that most of us know the module, have a basis of understanding of what is being said, and would be curious to see what changes were made. Same with the group in Portland that still uses 1e rules 25+years later; I personally would love to find out what characters are at what levels, which ones got the farthest, which character(s) have lasted the longest (in real time)--and if any of the original characters are still around, and what 1e modules (if any,changes or not) they have gone through. Keep telling these stories about other games and even BITD. . . this has been very interesting to read over, these last posts.Imagine what could be, if one could bring back and update, say, DA1/DA2/DA3 by 30 years . . . or the U1-2-3 series . . . or, what would S3 Expedition to the Barrier Peaks be like 30 years on? Or, all new adventures in the Greyhawk setting, similar to 1e settings?
The Collector's Trove wrote:Howdy All,Anyone else here use the final Slavelord encounter with the poison gas in A3 or did you run the battle and let the bodies fall where they may?I couldn't put my group through the poison gas trap, I thought it would really burn their collective butts to be railroaded like that.Still the battle was pretty stacked against them but it was memorable one. The Slavers had all but won when the party's invisible thief, hiding under Mordrammo's throne, backstabbed him and killed him a huge cheer went up from the collected group. The battle looked grim after that but everyone hung on that last character's tactics and dice rolls. What great suspense and excitement for even those with unconscious or dying characters!In the end all were captured alive and sent to be sacrificed to the Earth Dragon in A4. I told them at the beginning I would run it with the same time constraints as the tournament with a failure to complete the scenario being their death. I have never seen them make quicker and bolder decisions than that night. They escaped with an elapsed time of 3:58 but their dwarf fell behind and I had him roll a saving throw as the whol place collapsed and lava started to flow. He made it, tumbling down the slope of Mt. Flamenblutt only to have the party members scream to run again as lava was pouring down the slopes of the now active volcano.Ah, good times!Futures Bright,Paul
MShipley88 wrote: I have only ever really been happy in a millieu of my own creation and I have always prefered modules that could be picked up and dropped into any night's gaming.I tend to treat published modules like a junkyard, anyway. I pull off pieces from the rusting hulks whenever I find them useful or interesting.Mark
MShipley88 wrote:The standard operating procedure in my own campaigns has been to start over with new characters whenever the game began to break down due to PC power levels. In 1st Edition AD&D, this was around 9th-11th levels. After Unearthed Arcana, the breakdown began shortly after 7th level, when double weapon specialization made the fighter characters too strong for almost any monster in the book.The same was true of 2nd Edition, which was essentially a neutered version of 1st.In 3.5, the breakdown level is higher because the monsters can also be over the top mean. I consider 9th-12th to be medium levels, with the game beginning to break down after the cleric reaches 12th level and cuts loose from reality. The game can be played to higer level, but changes to a high level space opera at that point.After starting new characters, the old characters became either NPC's, under my control, or were held in reserve for special high level adventures. Sometimes, after a group of characters reached sufficient level, the campaign was declared to be "open" and any past character could be brought to the table.The old PC's from the high school games became the legendary heroes and mages of my adult campaigns. One, as mentioned above, even became a god that was worshipped by player characters...at their peril.
Badmike wrote:About this time Dungeon magazine had come out and used a few adventures from these....off the top of my head, Tortles of the Purple sage, Caermor, Assault on Eddistone Point, House of the Brothers, Nightshade (who became a huge recurring character in the campaign), Crypt of Istaris (all from the first 9 issues of Dungeon Magazine). .
MShipley88 wrote:Badmike wrote: About this time Dungeon magazine had come out and used a few adventures from these....off the top of my head, Tortles of the Purple sage, Caermor, Assault on Eddistone Point, House of the Brothers, Nightshade (who became a huge recurring character in the campaign), Crypt of Istaris (all from the first 9 issues of Dungeon Magazine). . Mike!You just made my day, man! Mark
bbarsh wrote:We ran Greyhawk campaigns (was the only one around). I used modules extensively. My homebrew adventures were written just like the modules including player descriptions for each encounter. My goal was always to make my adventures seem as professional as the TSR stuff and I went out of my way to not let the players know if it was a module or homebrew adventure in many cases. It is funny to go back and read my homebrew stuff...