Post by driver on Mar 30, 2008 12:36:37 GMT -6
I've been posting recently on the lure of homebrew vs. published material, and I'm challenging myself to come up with more of my own scratch-built creations using just 3LB/Chainmail.
I still get the urge to buy old modules and supplements; lately, when that urge arises, I'm doing a mental exercise. I think of why I want a product, what I think is in it, etc., and then try to imagine just writing something like that myself. Most of the time, I've just scribbled a few notes to come back to someday, and then forgotten about buying the product. (Most of the time.
In a similar vein, when I feel nostalgic for the modules I enjoyed as a kid, I'm trying to distill *what* I liked about them so I can work on my own version in the future.
All the modules I enjoyed can be distilled to a simple, one- or two-sentence synopsis. I'm finding if I write that little synopsis, then start thinking about how I'd write an OD&D module given that synopsis, it fires my imagination in ways that just re-opening the old module can't.
Following are *my* synopses of some of my favorite modules. I'm sure everyone has their own favorites, and their own ideas about what makes up the essence of each.
B1 In Search of the Unknown. The stronghold of legendary adventurers lies almost abandoned.
B2 Keep on the Borderlands. A lonely fortress serves as a base of operations for sorties against a variety of feuding Chaotic forces.
C1 Hidden Shrine of Tamoachan. The party is trapped in an alien temple and must escape before time runs out.
C2 Ghost Tower of Inverness; S2 White Plume Mountain. The party seeks a legendary treasure in the stronghold of a mad wizard, where the normal laws of physics and ecology don't apply.
(I've separated out G, D, and Q-series for my purposes.)
D1-3 Descent Into the Depths of the Earth/Vault of the Drow. The party enters the underworld wilderness to battle Man's forgotten ancient enemies, eventually taking the fight to the inimical beings in their deepest lair.
EX1-2 Dungeonland/Land Beyond the Magic Mirror; X2 Castle Amber. A weird, discretely-contained pocket universe inspired by the literature of the DM's choice.
G1-3 Against the Giants/WG4 Forgotten Temple of Tharizdun. The party strikes back against humanoid incursions by launching a coordinated assault on the humanoid stronghold, only to discover a darker presence.
Caverns of Thracia; I1 Dwellers of the Forbidden City; B4 The Lost City. A ruined civilization, now a battleground for squabbling factions. The ruins conceal a forgotten terror.
Dark Tower; Tegel Manor; T1-4 Temple of Elemental Evil. A legendary outpost of Chaos nestled in the heart of a seemingly idyllic backwater.
S4 Tomb of Horrors/I2 Tomb of the Lizard King. The deadly, trap- and trick-filled resting place of a fabled boogeyman, who turns out to be something completely different than our heroes expected.
X1 Isle of Dread. An undiscovered "lost world" of savages, bizarre creatures, and a lost alien civilization.
I find myself inspired looking at each synopsis through the filter of OD&D and my own personal ideas, tastes, and quirks -- each module is based on a solid story kernel that's usable with a wide spectrum of interpretations, which is probably a big reason each works so well in its original form.
I still get the urge to buy old modules and supplements; lately, when that urge arises, I'm doing a mental exercise. I think of why I want a product, what I think is in it, etc., and then try to imagine just writing something like that myself. Most of the time, I've just scribbled a few notes to come back to someday, and then forgotten about buying the product. (Most of the time.
In a similar vein, when I feel nostalgic for the modules I enjoyed as a kid, I'm trying to distill *what* I liked about them so I can work on my own version in the future.
All the modules I enjoyed can be distilled to a simple, one- or two-sentence synopsis. I'm finding if I write that little synopsis, then start thinking about how I'd write an OD&D module given that synopsis, it fires my imagination in ways that just re-opening the old module can't.
Following are *my* synopses of some of my favorite modules. I'm sure everyone has their own favorites, and their own ideas about what makes up the essence of each.
B1 In Search of the Unknown. The stronghold of legendary adventurers lies almost abandoned.
B2 Keep on the Borderlands. A lonely fortress serves as a base of operations for sorties against a variety of feuding Chaotic forces.
C1 Hidden Shrine of Tamoachan. The party is trapped in an alien temple and must escape before time runs out.
C2 Ghost Tower of Inverness; S2 White Plume Mountain. The party seeks a legendary treasure in the stronghold of a mad wizard, where the normal laws of physics and ecology don't apply.
(I've separated out G, D, and Q-series for my purposes.)
D1-3 Descent Into the Depths of the Earth/Vault of the Drow. The party enters the underworld wilderness to battle Man's forgotten ancient enemies, eventually taking the fight to the inimical beings in their deepest lair.
EX1-2 Dungeonland/Land Beyond the Magic Mirror; X2 Castle Amber. A weird, discretely-contained pocket universe inspired by the literature of the DM's choice.
G1-3 Against the Giants/WG4 Forgotten Temple of Tharizdun. The party strikes back against humanoid incursions by launching a coordinated assault on the humanoid stronghold, only to discover a darker presence.
Caverns of Thracia; I1 Dwellers of the Forbidden City; B4 The Lost City. A ruined civilization, now a battleground for squabbling factions. The ruins conceal a forgotten terror.
Dark Tower; Tegel Manor; T1-4 Temple of Elemental Evil. A legendary outpost of Chaos nestled in the heart of a seemingly idyllic backwater.
S4 Tomb of Horrors/I2 Tomb of the Lizard King. The deadly, trap- and trick-filled resting place of a fabled boogeyman, who turns out to be something completely different than our heroes expected.
X1 Isle of Dread. An undiscovered "lost world" of savages, bizarre creatures, and a lost alien civilization.
I find myself inspired looking at each synopsis through the filter of OD&D and my own personal ideas, tastes, and quirks -- each module is based on a solid story kernel that's usable with a wide spectrum of interpretations, which is probably a big reason each works so well in its original form.