Ok, you have to tell us what that looked like! (And I'm aware that we are three posts in and I've already taken us off topic. But then my opinions on Isle of Dread are verboten. Or maybe I should say verboden?)We did a big S3/Dwellers of the Forbidden City mashup. It was fun!
Hey, why are your opinions verboden?Ok, you have to tell us what that looked like! (And I'm aware that we are three posts in and I've already taken us off topic. But then my opinions on Isle of Dread are verboten. Or maybe I should say verboden?)
I suspect Chris would end up tarred, feathered and run out of town on a rail if he showed up around these parts. I'm a fan of the 5e ruleset, but even I find his work just too generic and derivative.I don't know if you read these boards, Chris Perkins, but that isn't very nice
Derivative is putting it mildly, I think. But he doesn't seem to be the first one to rehash All the old stuff. You guys all have known this I'm sure. I'm just reading it all for the first timeI suspect Chris would end up tarred, feathered and run out of town on a rail if he showed up around these parts. I'm a fan of the 5e ruleset, but even I find his work just too generic and derivative.
You've helped me put my finger on exactly what bothers me about what I call the "Appendix N" approach of D&D design - jamming too many extant ideas into your head only causes you to expel variations of those same ideas, over and over, rather than to develop something truly original and unique.But he doesn't seem to be the first one to rehash All the old stuff.
bobjester said:I'd like to do a mash-up of X1, I1, B4, and C1 - Isle of Dread, Dwellers of the Forbidden City, The Lost City and Lost Shrine of Tamoachan, placing the Lost Shrine inside the Forbidden City on the plateau along with the original Dread temple complex. The Lost City as its own location deep in the jungle, instead of a desert.
And yet he's running his group through 4 concurrent adventures.Maybe he doesn't have as much time as he would like for gaming
The term is basically synonymous. Expedition to the Barrier Peaks expects you to visit the space ship. Tomb of Horrors expects you to go to the Tomb. Yes, the approach can be different, and yes, they can be slotted into other adventures, but modules are basically self-contained adventures. That extra village/NPC/location stuff in there? Part of the adventure.Modules are not really adventures.
My understanding from sites like Playing at the World, the occasional dive into Gygax' Q&As on various sites, and his writings in the 1e DMG, is that he never really improvised from nothing. He always had some ideas and jotted down some notes before sessions....I lament the loss of improvisation in the game; something that was once heavily evangelized by Gygax himself...
I would also agree with this. "Adventure" and "module are used as though they are synonymous, but I would argue that they shouldn't be. When they first started to be referred to as "modules" is was because they were supposed to be modular, and they were written with modularity in mind. I don't think this often applies to modern "adventures". For instance, a lot of the OSR adventures that Bryce likes are not modular and are difficult to drop into an existing campaign; these tend to be self-contained "adventures". I mean, I like Marlinko, but I have no idea how to incorporate it into my campaign. But T1 and B2 can be dropped into almost any campaign that uses magic and pre-20th century technology and are therefore more modular and should be called "modules".Modules are not really adventures. Modules are packages of locations with occasional NPCs. You really can slap multiple ones together and add a bit original ideas to make them fit into a whole. That's what makes them modular.
"Shouldn't be" is very different from "how the world actually is"."Adventure" and "module are used as though they are synonymous, but I would argue that they shouldn't be.
Ouch!..they can still technically do the job, but damned if it isn't going to be way harder for everyone involved, and an obvious bad fit.
I would argue that it is impossible to DM without some amount of improvisation, and even DMs who think they don't, do. I just don't think improvisation is a substitute for preparation, or good tools (think of them as "props"). Having something to work with doesn't just make improvisation easier, it also makes it richer."Shouldn't be" is very different from "how the world actually is".
The two terms are interchangeable for their purposes insofar as you wouldn't be confused if I said "I didn't like the story of The Hobbit" vs. "I didn't like The Hobbit book" - basically the same, even though not all books tell stories and not all stories are held in books. Same thing if I said "I didn't like The Temple of Elemental Evil module" vs. "I didn't like the Temple of Elemental Evil adventure" - I'm saying the same thing, you understand what I'm saying... there's no need to be all "WELL ACKSHULLY" about it to for the sake of pointless arguments over semantics.
Also regardless of Gary's stance, you can't deny the usefulness of improvisation in the DM's arsenal. A DM who can't improvise is like a data entry clerk who can't read - they can still technically do the job, but damned if it isn't going to be way harder for everyone involved, and an obvious bad fit.
I concur wholeheartedly.I would argue that it is impossible to DM without some amount of improvisation, and even DMs who think they don't, do. I just don't think improvisation is a substitute for preparation, or good tools (think of them as "props"). Having something to work with doesn't just make improvisation easier, it also makes it richer.
This is a matter of semantics, pure and simple. The easiest, most obvious follow-up question to clear it all up: what do you define as an "adventure"?Re: "adventure" and "module", I am suggesting that, at least for the purposes of this discussion, it is useful to give them different definitions. Because it is easier than defining some modules as "modular modules" and other modules as "non-modular modules". And I think the change in language corresponds to a change in attitude respecting what a module was supposed to do. I think modules came to be non-modular long before they were re-branded as "adventures".
The early, modular modules were designed to be tinkered with. And not in a "the adventure doesn't suck because a DM can always fix the designer's mistakes" kind of way. I mean they were designed to be easily modified so you can plug them into your campaign world. They were fertile ground for your imagination, not a cheap substitute for it. Which is why you can shove X1, I1, B4, and C1 together, have them work together, and still leave plenty of room for your own stuff.