Campaign worlds

Scott Adams longshot at DARKTECH.ORG
Sun Nov 5 01:50:33 CET 2000


At 05:52 PM 11/4/00 -0600, you wrote:
>I have to enthusiastically nod in agreement here.  This is my 20th year,
>having been involved in gaming since I was 13 (and I'm 33 now).  But just
>the fact that we're all P&P enthusiasts reveals some age.  I haven't seen a
>decent supplement since the last of the Judge's Guild stuff, or maybe the
>Iron Wind campaign world by ICE.  Now that was a cool setting, well thought
>out, the kind of thing that great games are made of.
>
>I would have to argue that some of the AD&D modules were quite excellent.
>The supplemental material was usually trash, after a point, but in the
>beginning it all was very useful to own (I think TSR's decline began with
>Unearthed Arcana).  My favorite AD&D module is still my all-time favorite
>module ever - "The Lost Caverns of Tsojcanth".  It's epic adventure material
>at it's best.  Now, maybe I'm just peculiar on that module (I've run it so
>many times, with different groups at conventions, that I know every nuance,
>and I still love it), but in my mind, it marks the last of the great fantasy
>roleplaying material.
>
>Maybe that's what someone should do.  Do like TSR did, set down a formula
>for how the products should come out, and stick to that formula.  TSR's
>early formula was; rulebooks + adventure modules.  Specific consistency on
>both.  High quality on both.  When they started expanding into character
>class books and all that trash, then it just went downhill.  The most
>disappointing book of all time was the Dungeoneer's Guide.  What a load of
>shite.

Well we are digressing a bit off topic.  But it just seemed that the D&D
supplements
were insert maze, insert monster, insert some npcs and characters and run. 
Basic
formula.  So I think that's why I got a bit off of them and went to other
systems.
Course when we all started the 'dungeon' style of gaming was just about the
'thing'
to do but after awhile it was like a tad boring.  I mean how did these
medieval
folk
live outside the dark dankness of dungeons with no light all the time :)
(sarcasm)

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