This post was one of my first "famous" (as in, linked and talked about elsewhere) blog posts, done just four days after starting the blog. It got nominated and accepted for the Open Game Table anthology before I even knew that the project existed, so somebody thought it was more than fodder for that day's boredom-breaking flame wars. Hell, it ended up being discussed on Paizo's message board last week!
It's been a long year of odd living situations and personal weirdness, not to mention a lot of reading, discussing, and arguing about role-playing matters. I'm going to go through and quote bits from the original article and give my thoughts on them... ONE YEAR LATER!
Recently there's been a bit of a tendency for people to claim that 4e is the major cause and booster for the Old School Renaissance. Well, they claim that dissatisfaction with it has driven people to the old games. While some of that is obviously going on (although I suspect any backsliders who were expecting to enjoy 4e are more likely to stick with 3.x or move to Pathfinder than come our way), I think Gygax's death is a more important catalyst. Boards like Dragonsfoot and Knights'n'Knaves have been around forever, and all the major simulacra were around or announced long before Gygax died or 4e was even announced, but it was Gygax's death that pushed the blogging into high gear (... inspired Grognardia anyway, which seems to be both a direct inspiration for others to start their own blogs, as well as being the best place to find them), resulting in a greater visibility for the whole thing. I don't think it's wrong to say that the established old-school boards aren't the best environments for newcomers to jump in and splash around, nor the most constructive place to present ponderings of a more philosophical or experimental nature.
Modules are a tricky beast. They have to be self-contained, but at the same time the good ones have to communicate the "campaign" factor. I've been trying to reconcile the two with my own projects as they come closer to release. I see that others (although this is not an absolute) still release adventures in the "self-contained good for one-shotting" mindset, which is not productive in the long run.
I still don't know which 20 minutes were supposed to be the fun. Looking at how 3.x is set up, I have my suspicions, and that stuff has never been the fun for me, and I tend to design adventures to turn that sort of fun on its head. But we'll have more reminiscing about fun in a couple weeks, won't we?
I was rather unkind to this module, and I should address that. In the past year, I've run this module for my group, so my opinions on it are far more credible than they were last year. Finch is a master of presenting weird situations and ideas that really get players involved and interested. There are plenty of individual bits of Pod-Caverns that had them quite invested in the situation (and one of the characters, months of real time later, still has to speak in rhymes). Many of Finch's Eldritch Weirdness spells prove his talent at coming up with odd yet eminently gamable ideas, and his City Encounters has much the same flavor.
But the Pod-Caverns as a whole just didn't come together for me. It seemed like a lot of the weird stuff was in there just to be weird, and all these great individual details didn't make sense as part of the same environment. Not to mention that the Shroom didn't seem to have a tight grip on his own home caves so believing he was a threat to outside communities (as briefly offered in the module's intro) didn't seem right... so in my game, I made the Pod-Caverns the connecting point between a cavern where a brownie was trying to protect his fox-coup from the giant chicken in the mushroom forest, and a rip-off of SSOC's Valley of Howling Shadows (talk about a diverse selection off odd...), with no pod-men territorial encroachment.
And I still think that dwarf gag is frickin dumb!
That said, I am very interested in The Spire of Iron and Crystal, since the bit of buzz about it I've heard makes it sound like it's full of the odd stuff that Finch does well, and just might all be housed in an environment to make it all ring true as a package. Now to find it in a way that doesn't involve Lulu or an upcharge. :P
I still believe that a published adventure should flesh out its location descriptions (and relationship between various entities therein), popularity of the one-page dungeon notwithstanding.
You know... I would run this today, and it was a location in my Olden Domain game... at least until someone figured out my thinly-veiled rumors about it and informed me they know the module.
I've seen it since then, and it really does look like a lot of work to make it live up to its potential. Just as-is, it is far too simplistic and small to really evoke the atmosphere it could. Again, I feel providing all that detail is the entire utility of a module... else why not put that effort into my own creation?
Hmm. There was a lot less commentary on that old post than I'd have thought. Perhaps I was more clear-headed writing that post than certain others. I'll just reproduce the final bits from one year ago, because I still believe they are very true today:
It's been a long year of odd living situations and personal weirdness, not to mention a lot of reading, discussing, and arguing about role-playing matters. I'm going to go through and quote bits from the original article and give my thoughts on them... ONE YEAR LATER!
One of the positive effects of Gary's passing was that many were inspired to play old versions of D&D as a tribute and memorial to him. I think that opened a few eyes to how good the old games actually are.
Recently there's been a bit of a tendency for people to claim that 4e is the major cause and booster for the Old School Renaissance. Well, they claim that dissatisfaction with it has driven people to the old games. While some of that is obviously going on (although I suspect any backsliders who were expecting to enjoy 4e are more likely to stick with 3.x or move to Pathfinder than come our way), I think Gygax's death is a more important catalyst. Boards like Dragonsfoot and Knights'n'Knaves have been around forever, and all the major simulacra were around or announced long before Gygax died or 4e was even announced, but it was Gygax's death that pushed the blogging into high gear (... inspired Grognardia anyway, which seems to be both a direct inspiration for others to start their own blogs, as well as being the best place to find them), resulting in a greater visibility for the whole thing. I don't think it's wrong to say that the established old-school boards aren't the best environments for newcomers to jump in and splash around, nor the most constructive place to present ponderings of a more philosophical or experimental nature.
I really wish that these modules had been designed and released with less consideration as to how nice they'd be for a session or three's adventuring, and more consideration for what they displayed concerning the game as a whole.
Modules are a tricky beast. They have to be self-contained, but at the same time the good ones have to communicate the "campaign" factor. I've been trying to reconcile the two with my own projects as they come closer to release. I see that others (although this is not an absolute) still release adventures in the "self-contained good for one-shotting" mindset, which is not productive in the long run.
Ryan Dancey's "20 minutes of fun packed into four hours"
I still don't know which 20 minutes were supposed to be the fun. Looking at how 3.x is set up, I have my suspicions, and that stuff has never been the fun for me, and I tend to design adventures to turn that sort of fun on its head. But we'll have more reminiscing about fun in a couple weeks, won't we?
Matthew Finch's The Pod-Caverns of the Sinister Shroom
I was rather unkind to this module, and I should address that. In the past year, I've run this module for my group, so my opinions on it are far more credible than they were last year. Finch is a master of presenting weird situations and ideas that really get players involved and interested. There are plenty of individual bits of Pod-Caverns that had them quite invested in the situation (and one of the characters, months of real time later, still has to speak in rhymes). Many of Finch's Eldritch Weirdness spells prove his talent at coming up with odd yet eminently gamable ideas, and his City Encounters has much the same flavor.
But the Pod-Caverns as a whole just didn't come together for me. It seemed like a lot of the weird stuff was in there just to be weird, and all these great individual details didn't make sense as part of the same environment. Not to mention that the Shroom didn't seem to have a tight grip on his own home caves so believing he was a threat to outside communities (as briefly offered in the module's intro) didn't seem right... so in my game, I made the Pod-Caverns the connecting point between a cavern where a brownie was trying to protect his fox-coup from the giant chicken in the mushroom forest, and a rip-off of SSOC's Valley of Howling Shadows (talk about a diverse selection off odd...), with no pod-men territorial encroachment.
And I still think that dwarf gag is frickin dumb!
That said, I am very interested in The Spire of Iron and Crystal, since the bit of buzz about it I've heard makes it sound like it's full of the odd stuff that Finch does well, and just might all be housed in an environment to make it all ring true as a package. Now to find it in a way that doesn't involve Lulu or an upcharge. :P
(not that fully-described locations are anything to sneeze at - it's the only reason why I haven't released module after module yet... but I can make up something marked "Location 10. Kitchen" just fine in play with no written text, I just have trouble sitting down and writing a publishable and complete description for such a room... shit... I wonder if I should just release modules without all that description? 38746238742638742 releases in the next month, here I come!)
I still believe that a published adventure should flesh out its location descriptions (and relationship between various entities therein), popularity of the one-page dungeon notwithstanding.
B1 In Search of the Unknown
You know... I would run this today, and it was a location in my Olden Domain game... at least until someone figured out my thinly-veiled rumors about it and informed me they know the module.
B4 The Lost City
I've seen it since then, and it really does look like a lot of work to make it live up to its potential. Just as-is, it is far too simplistic and small to really evoke the atmosphere it could. Again, I feel providing all that detail is the entire utility of a module... else why not put that effort into my own creation?
Hmm. There was a lot less commentary on that old post than I'd have thought. Perhaps I was more clear-headed writing that post than certain others. I'll just reproduce the final bits from one year ago, because I still believe they are very true today:
To focus on reproducing the worst and most cliche elements of traditional gaming is not a celebration of days gone by, but a bastardization of it, and it plays right into the hands of what the detractors ignorantly claim the game is all about.
With the attention that traditional gaming has gotten from the passing of the progenitors, and the division caused by the new edition of what claims to be D&D these days, there is a chance here for a renaissance of commercially feasible and creatively vibrant products. If we don't take advantage of that, then all we have is nostalgia and if all we're doing is reminiscing about a "better time" then the only place we'll go is away.