I loved these early adventures---no rhyme or reason went into it's design. You'd have a vampire hiding out in a room next door to a room with an Umber hulk, etc., etc. That kind of thing wouldn't fly today---but they were loads of fun back then and we never gave it a second thought.
While I love modern adventures with loads of role playing and plot, there is something to the simplicity of the early days of opening the door to the next room and having no idea what is going to be in there, or even how did they fit that dragon in through that doorway anyway.
That looks fun and is very nostalgic. The first adventures I've ever played or created, way back in the early 90s with Basic D&D were very much like that. We'd come up with a very simple plot, and then take the PCs to a dungeon with random stuff and monsters in every room. Only a few monsters and rooms had anything connecting them to the plot.
I remember those games. They quickly led me to writing more exciting settings with themed uniformity They weren’t great because everything penalized the players who weren’t adapted by nature to the oddities Now I called that hard mode
Although I've been gaming since around then, Judges Guild has just bypassed me completely and I really haven't been aware of them, so this was a joyous little discovery for me.
@@RPGGamer As for me what fascinated me with judge's guild is them not only sticking to D&D but they also produced adventures and supplements for Traveller, Villain';s and vigilantes and Runequest.
I loved these early adventures---no rhyme or reason went into it's design. You'd have a vampire hiding out in a room next door to a room with an Umber hulk, etc., etc. That kind of thing wouldn't fly today---but they were loads of fun back then and we never gave it a second thought.
While I love modern adventures with loads of role playing and plot, there is something to the simplicity of the early days of opening the door to the next room and having no idea what is going to be in there, or even how did they fit that dragon in through that doorway anyway.
That looks fun and is very nostalgic. The first adventures I've ever played or created, way back in the early 90s with Basic D&D were very much like that. We'd come up with a very simple plot, and then take the PCs to a dungeon with random stuff and monsters in every room. Only a few monsters and rooms had anything connecting them to the plot.
Yep, this totally reminds me of so many adventures we played, where there was no plot, just a map and bunch of monsters to fight.
I remember those games. They quickly led me to writing more exciting settings with themed uniformity
They weren’t great because everything penalized the players who weren’t adapted by nature to the oddities
Now I called that hard mode
first saw a mention of this one in a Judges Guild catalog in the Sci fi movie magazine from 1980.
Although I've been gaming since around then, Judges Guild has just bypassed me completely and I really haven't been aware of them, so this was a joyous little discovery for me.
@@RPGGamer As for me what fascinated me with judge's guild is them not only sticking to D&D but they also produced adventures and supplements for Traveller, Villain';s and vigilantes and Runequest.