4 ms·
'Mearls feels that players should appreciate the older game products, which allowed for more varied, less predictable styles of play. "Older style adventures, t
by colomon 14y ago
'Mearls feels that players should appreciate the older game products, which allowed for more varied, less predictable styles of play. "Older style adventures, there is no script," he said, adding that players enjoy the "uncertainty" of the games' "element of chaos."'
What are the newer adventures like?!? From what I remember of 1st edition modules, they were mostly more tightly bound in scope than any RPG I've played since. Do you have to go through the dungeon in a particular order now or something?
- dietrichepp 14y agoOld adventures were more likely to have puzzles or encounters that required lateral thinking, as well as unexpected traps. Modern adventures are more likely to have skill challenges and encounters that can be resolved using in-game mechanics, usually in multiple ways. For old adventures, the uncertainty is that you are uncertain how or if the challenges will be met by players. "Tomb of Horrors" is kind of an extreme example of an old adventure. Source: years of DMing every edition except 2nd.
- colomon 14y agoInteresting. I certainly know what you mean by the Tomb of Horrors style, but I think of that as a particular style of older module, not the norm. Possibly just because I cut my teeth on the Against the Giants modules, which I seem to recall being pretty straightforward. Given what you've said, it feels a bit like I'd object to both styles of adventure...