The Making of a 1980s Dungeons & Dragons Module
An anonymous reader writes: Over at Medium, Jon Peterson (author of Playing at the World) has put up a new in-depth article covering the internal process at TSR that created Dungeons & Dragons modules in the 1980s. The adventures created at that time (by the likes of Tracy Hickman, then a staff designer) paved the way for many later computer role-playing games, and this piece shows how TSR work was pitched, storyboarded, proofed, edited and organized. With the positive reception of the new 5th edition of D&D and the attention paid to the fortieth anniversary of the game, the historical record behind modern gaming gets ever more important.
Not sacrifice, just the 40 year old kind?
I remember playing D&D back in the 80s. For me, it was soon replaced by video games.
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Most D&D modules have 1 or 2 authors listed on the front.
It's pretty clear after reading this, that there were many people involved throughout the entire process.
I played the Giant series of modules mentioned in the article, but never heard of Quagmire. Can't believe they couldn't come up with a better title. Still, fun to see what was going on behind the scenes at TSR.
Never let a lack of data get in the way of a good rant.
When we played, it was a far more social game than any of the electronic equivalents. A good dungeon master would let you try creative solutions for problems that weren't pre-programmed, sometimes throwing the game into entirely uncharted territory. More importantly, your team-mates were characters with personality, not just players with supporting stats.
How often does the thief in the party actually steal from team-mates in the electronic versions? Yet our team had a thief character who would do exactly that -- swipe anything that wasn't nailed down -- and sometimes use a crowbar if it was. :)
I do not fail; I succeed at finding out what does not work.
Most of the Expert (X# series) were damn good, like X1: The Isle of Dread and X2: Castle Amber. This one was completely underwhelming. PS I had to add the Tomb of Horrors trope somewhere...
My 4th Ed books are totally worn out.
Giggygaxiddy.
systemd is Roko's Basilisk.
-- James Maliszewski, Grognardia.blogspot.com
Shutting down free speech with violence isn't fighting fascism. It IS fascism!
Best damn module EVER. :) I had bought a second hand copy of the original boxed set, and with it the guy threw in that module since it was low level and he'd played the hell outta it. I introduced it to my little brother and all my friends and there weren't any caves safe for Kobold or Orc or Bugbear to be found! I never played a character to very high levels, I found that D&D was more fun at the lower levels. At the point where you had to fight Dragons, Gods and Giants I lost interest. I moved on to more technical RPG's with a better combat and magic system in later years but the fun I had playing that old original set of D&D boxed set will never fade for me.
If I sound stupid, it's not me talking....
D&D 5e brings back a lot of the crap I didn't like from 3.x, ignores positive changes made to the game in 4e (powers, tactical battle with miniatures, skill challenges) and introduces a couple of new things: higher prices for books, missing information on how to handle certain situations (for instance: poison), and advantage/disadvantage. All summed up, it's got me saying "meh". The fact that the core rulebooks cost $50 each instead of $20-$30 makes them out of the price range of what 12 year-olds can afford (the age when I started playing AD&D). It seems to me that WotC really fucked up this release, not having the PHB, DMG, and MM ready at the same time. Yes the new books are gorgeous, but have you ever had to use them for building a character or referencing information mid-game? I give it a C.
Remember kids, if you're not paying for the service, YOU ARE THE PRODUCT THAT IS BEING SOLD.
It works (tm). Sure, the books are poorly organized and not every situation is covered, but that is a strength, not a weakness. If some player decides to do something, you evaluate the chances using your head (remember that?) and roll the dice.
The Giants series is fun. Players are currently at the bottom of the Hall of the Fire Giant King killing trolls after routing the Drow. Soon, they will be heading into the (later titled) Underdark...searching for the Vault of the Drow. Homemade modules are still the best, though. Underneath Nulb, that nasty town where the Temple of Elemental Evil is located, a whole series of dungeons exists in my world. Its most powerful inhabitant is the lich Gehirn, who asks riddles - trading your life for his magical goodies.
A popular religion in the area is the worship of Goatse. The holy symbol is two hands clutching a ring. I believe that worship is popular here, too.
Anyway, anything that can keep adults in their 30s and 40s occupied once every two weeks and having fun is a good thing. Who needs 5e?
HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
I remember when intelligent conversation could be found at Slashdot, not the wet dreams and bad jokes of 10 yr. olds.
When I was a lead video game tester at Accolade/Infogrames/Atari (same company, different owners, multiple identity crisis), I had to train fresh out of high school kids as video game testers. They always think that video games don't exist before I was born. I introduced them to a tester who tested arcade games in the 1980's, and then floored them by introducing them to a tester who tested pen-and-paper games in the 1970's.
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