Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site nmtvax.UUCP Path: utzoo!watmath!clyde!bonnie!akgua!gatech!seismo!cmcl2!lanl!unm-la!unmvax!nmtvax!pickle From: pickle@nmtvax.UUCP Newsgroups: net.games.frp Subject: Modules (Flame, really) and a 'Zine Message-ID: <896@nmtvax.UUCP> Date: Sat, 7-Dec-85 17:26:27 EST Article-I.D.: nmtvax.896 Posted: Sat Dec 7 17:26:27 1985 Date-Received: Wed, 11-Dec-85 02:59:24 EST Distribution: net Organization: New Mexico Tech, Socorro Lines: 51 re: Tomb of Horrors >> he happened to notice the letters spelled out in the floor tile > I am certain > there were no miscellaneous clues written on the floor tiles. :-) I played this module many years ago, but as I recall, there were clues written on a red path down the main corridor [it ran over a few traps, too]. ***I'm about to flame--look out now!*** But anyway, regarding modules: is there anyone else out there that feels modules are worthless junk, and if the gaming community is going to get out of the amateur rut it's in, people have got to stop using them? Right now, most of the gamers I see are hairy slimeballs who have never had a creative thought in their lives. They use modules because Gary Gygax seems more intelligent and creative than they are. I think this is a pretty sad state of affairs, and if it doesn't change, the community deserves all the persecution 60 Minutes and anyone else can deliver. What I'm calling for is an increase in creativity--I think most gamers (including the hairy slimeballs) are capable of creating campaigns and dungeons of their own. If people start trying their own ideas, they will find some that work and some that don't. Those that work will remain, and a new set ideas can be experimented with. Eventually, a campaign will consist of a bunch of good ideas and background. The DM's skill will improve as he learns to select interesting themes and present them well. The players will improve as they face new and unusual problems. The whole community will improve because the skill of the individuals increases. Why am I hitting on modules? Joe Blow goes out and buys a module. He uses it, then files it away. He buys another one, uses that. Nothing he learned about being a DM from the first one carries over to the second. He never gets any better. ***Flame OFF*** I've been thinking of starting up a 'zine that focuses on improving the quality of play by providing articles on how to structure campaigns and give meaning to the events that take place in them. There might also be some creative fiction, some interviews with writers and game developers, and stuff like that. Most of the gamers I respect play a Morrow Project/Aftermath cross, so there would probably be something on that. Perhaps there would be something on strategies for Diplomacy and other games that use the grey stuff. No monsters. No modules. No munchkins. Is there anyone out there who would be interested in something along those lines (better yet, willing to write the above material)? Are there any 'zines around that fit the above description (I like much of the stuff in Abyss). Well, I'd like to get some feedback on this, so while I wait for the gas bill for the flame, I'll also wait for mail.... If I get a lot of responses, I'll post a summary. Patrick Madden, at a dusty terminal in a dusty town in a dusty state.... !cmcl2!lanl!unmc!nmtvax!pickle | "But Josey wasn't like the rest, !ucbvax!unmvax!nmtvax!pickle | He don't like bulletholes in his vest"