The state of Post-OSR content

I'm personally more of a glaive-guisarme guy, myself.

You live by the funny-shaped polearm, you die by the funny-shaped polearm...
 
Bringing it back to the original topic, I have two pet peeves with a lot of well-reviewed Classic/OSR products. Both of which are related, I now realize, in the sense that they make them difficult to drop into my campaign world.

The first is having an area map for the module that is larger than a single large scale hex. It doesn't matter if the area map really has nothing to do with the module proper. But if it does, I end up either having to redraw the campaign map, or redraw the area map. The first I am generally unwilling to do. The second is a lot of work, particularly if the distances between things has a bearing on how the module is supposed to play out.

The second peeve is with making the implied setting for the module unique in ways that don't translate well to other milieu. Superficial differences aren't a problem, it's easy to rename/reskin things. But when a module has baked into it a novel and specific idea about how religions or politics function, it's really hard to use if you prefer doing campaigns to one-shots.

This isn't to say that these products don't have merit, but they aren't designed to have broad appeal (and I suspect some of them are actually rejecting the idea of having broad appeal on principle). While I think the presentation and design of the early TSR modules can and have been improved upon, I think this is something they do better than newer modules. I have little difficulty dropping into my world T1-4, A1-4, B1, B2, B3 (it has a too large map but nothing requires you to use it), S1-4, N1, C1-2, X1 (islands are an exception to the single-hex rule, because the ocean is big and mostly blank), G1-3, U1-3, and probably others that aren't immediately coming to mind. And this despite the intended setting for all of those being faux-medieval or earlier, whereas the aesthetic of the games I run have more in common with the late modern period. The themes and tropes are kind of universal, and easy to adapt.
 
Could you give examples of OSR products that you have bought that can't be easily dropped into an ongoing campaign? I'm looking at my shelf here, and a lot of these "The Best"/"No Regrets" indy adventures are basically dungeons that can go anywhere...
 
Could you give examples of OSR products that you have bought that can't be easily dropped into an ongoing campaign? I'm looking at my shelf here, and a lot of these "The Best"/"No Regrets" indy adventures are basically dungeons that can go anywhere
I don't have a product list for you, but I do have another list -

DP's List of Inclusions That Make Modules Setting-Dependent:

- Non-isolated region maps that extend too far beyond borders or doesn't scale well
- Awkward/rare environmental biomes that are tough to place naturally
- Mandatory deity lore that may retcon a bunch of your world's religions
- Defining a unique nation/geopolitical entity that cannot be substituted
- Extending background lore too far back or making it too impactful to the world
- Making the background lore mandatory to the adventure
- Including too many NPCs with a historical context
- Adding new fixed locations within an already well-known setting
- Placing dangerous/lucrative sites in populated areas that have no business being in a populated area
- Major landmarks that can be seen from miles away just expected to have always been around
- "Written by Ed Greenwood" or "Written by Tracey Hickman"
 
Could you give examples of OSR products that you have bought that can't be easily dropped into an ongoing campaign? I'm looking at my shelf here, and a lot of these "The Best"/"No Regrets" indy adventures are basically dungeons that can go anywhere...
I said "a lot", not "all". I was including some late-Classic stuff as well. For example, Night's Dark Terror has a mandatory, too-large map.

For more recent modules that I can't use without a fuck-ton of work, and keeping in mind that I like a lot of these: ASE1 (and related, like Obelisk of Forgotten Memories), Fever-Dreaming Marlinko, Palace of Unquiet Repose (sorry, Malrex), large portions of NAP 1, 2 & 3, The Withered Crag.

A lot of "The Best" I can tell aren't going to work, based on Bryce's descriptions and the previews. I'm way more likely to like a "No Regerts" than a "The Best". I think often the specificity that Bryce likes can hard-code the module to a setting, whereas the No Regerts modules are more flexible.

Stuff I can use easily? Prison of the Hated Pretender, Gone Fishin', Wheel of Evil, The Globe, Cowpie Mushrooms. Red Tam's Bones is right on the edge of usability for me, because of the overland map.

Most of Marlex's stuff I like and find usable, or would if my games ever ended up in the places where those modules would be. The Coming of Winter is a good example of a largish area map that is workable. It would fit in a 30 mile hex, and the action could fit in a 24 mile hex (which is the size I prefer). It's only two types of terrain, a forest abutting mountains.* And the keyed areas tend to be set up in rows along a number of valleys, so I can move stuff around and keep the distances the same. Sea Fort is another, it can fit in a large hex, and most of the locations follow the coast in a line, so I can really put them on any coastline, while keeping them the same distances apart. Scorchfire is another, the map will fit in a single large hex.

I agree with the first 8 or 9 issues on @DangerousPuhson's list. I'm not sure how many of Ed Greenwood's or Tracey Hickman's modules I would consider to the "well-reviewed", except I6, which is easy to incorporate.

*Area maps that have a bunch of different and mandatory terrain can be a real problem, like if I need to find a part of the continental map that has two mountain ranges 8o miles apart, with a desert in between. The Nentir Vale has two mountain ranges 100 miles apart, and a northern taiga forest 50 miles north of temperate forest. Like, 50 miles isn't even 1 degree of latitude. So, magic to explain the forests, I guess, but still hard to position on a continental map.
 
I said "a lot", not "all". I was including some late-Classic stuff as well. For example, Night's Dark Terror has a mandatory, too-large map.

For more recent modules that I can't use without a fuck-ton of work, and keeping in mind that I like a lot of these: ASE1 (and related, like Obelisk of Forgotten Memories), Fever-Dreaming Marlinko, Palace of Unquiet Repose (sorry, Malrex), large portions of NAP 1, 2 & 3, The Withered Crag.

I was about to mention those. ASE1 is fun but you have to run it with the implied setting. Palace was interesting too but definitely would require a lot of work on my part to use in the campaign. I think Marlinko is probably the easiest to use of these listed products.


The Heretic
 
I agree with the first 8 or 9 issues on @DangerousPuhson's list. I'm not sure how many of Ed Greenwood's or Tracey Hickman's modules I would consider to the "well-reviewed", except I6, which is easy to incorporate.
My list wasn't about well-reviewed modules; it was about inclusions in any module that force links into a setting. Greenwood and Hickman modules are very setting-lore heavy (since they basically invented their respective settings), which is why they're on there.

Correct me if I'm wrong on this, but I think the reason Marlinko doesn't slot into settings very well is because it is itself a mini-setting, no? I get the impression it's kind of like Yoon Suin or Misty Isles of the Eld in that sense (except more urban), though I'm only going off review accounts since I don't actually own a copy or Marlinko.
 
Correct me if I'm wrong on this, but I think the reason Marlinko doesn't slot into settings very well is because it is itself a mini-setting, no? I get the impression it's kind of like Yoon Suin or Misty Isles of the Eld in that sense (except more urban), though I'm only going off review accounts since I don't actually own a copy or Marlinko.
It's in the Hill Cantons/Slumbering Ursine Dunes setting. It has this great "chaos level" mechanic, where things get weirder and more dangerous as the chaos level rises, but even at chaos level 0 it's pretty gonzo. St. Jack’s Church of the Blood Jesus, with its berserker nun-maenads, would be fine (renamed) as a cult, but it has a pretty dominant presence in the town. In any non-gonzo campaign any nearby juristictions would treat the city like a problem that needed to be solved.

I think it might actually be, not just doable, but actually pretty good, if you played it straight as a city affected by some kind of madness. In fact, it could be downright terrifying, and now I'm kind of inspired to break it down and see what I can do with it. But I won't really be running the module as designed/intended.
 
Not arguing, just interested in examples.

I agree that the Hill Cantons setting is a setting. If you play the adventures, you play the setting.

ASE is a megadungeon. You _can_ strip out the gonzo setting (which honestly needed significantly more love. I've spent YEARS wondering what the hell UnderMiami is and how it could possibly exist in a world where the coast is distinctly to the West.)
I've succesfully dropped the Desert of Desolation (Hickman) in two different world maps. Deserts, being pretty large and empty, are easy to drop things into.

I built a world a while back with the aim of setting up a Westmarch campaign. I started dropping all my favourite adventures into it. In a lot of cases, I found that writers set up truly preposterous wilderness areas, which I have argued previously might be a North American thing. Often, you can shrink the wilderness trek by up to 1/10 and still have fun. Unless the adventure is literally about a heroic 600 mile ordeal across the ice or something, there's no point in these massive distances. No one wants to spend days tangling with random monsters and keeping track of food and water.

Can you remind me what about Unquiet Repose is setting specific? If it's the dead gods, well, surely that can be chalked up to some sort of titanomachy in the distant past?

Gardens of Ynn and Stygian Library for all their artpunkiness, go anywhere and are easy to dip into and leave. I've dropped both in to a couple of campaigns now.

All those old lvl 1 indies like Pod Caverns, Gates of the Gann, Demonspore, etc. you can take anywhere. Same for most of the megadungeons. Although, side note guys, I think Stonehell killed my kids' interest in D&D after succesful delves in Horror on the Hill and Barrowmaze. I thought for sure that'd be a winner?... :(
 
[Marlinko]

I think it might actually be, not just doable, but actually pretty good, if you played it straight as a city affected by some kind of madness. In fact, it could be downright terrifying, and now I'm kind of inspired to break it down and see what I can do with it. But I won't really be running the module as designed/intended.

Marlinko is mainly a town supplement/adventure, making it easily portable. You just have to find the right spot for it. In my campaign setting I'm placing it in a distant, semi-mythic Slav-inspired land. There are breadcrumbs to lead the PCs in that direction (if they take them).

I suppose Marlinko is like ASE1, you almost feel the need to play it as is so that you do not lose any of its zaniness.

I've succesfully dropped the Desert of Desolation (Hickman) in two different world maps. Deserts, being pretty large and empty, are easy to drop things into.

Agreed. I have dropped in I3 Pharaoh plenty of places. I've done that with I6 Ravenloft as well.

I've been toying looking at the Dragonlance modules and seeing if any of the dungeons in there might be repurposed. Maybe the High Clerist Tower? Or maybe it would be too much work. Nah, DL was generic enough...

I built a world a while back with the aim of setting up a Westmarch campaign. I started dropping all my favourite adventures into it. In a lot of cases, I found that writers set up truly preposterous wilderness areas, which I have argued previously might be a North American thing. Often, you can shrink the wilderness trek by up to 1/10 and still have fun. Unless the adventure is literally about a heroic 600 mile ordeal across the ice or something, there's no point in these massive distances. No one wants to spend days tangling with random monsters and keeping track of food and water.

I've been blaming that on Tolkien and the ridiculously empty lands of Eriador. But you have a point, it's also probably influenced by most of the creators being North American. I mean, it's hard to fathom to us that drivethrus are not a thing in Britain et al, because there simply is no room for them. Bizarre!

(Europeans, of course, have the opposite problem when they visit NA. "I am going to visit Boston on Monday then swing by Tallahasee on Tuesday and then maybe drive to Los Angeles on Wednesday." Um, no)

Can you remind me what about Unquiet Repose is setting specific? If it's the dead gods, well, surely that can be chalked up to some sort of titanomachy in the distant past?

Yes, the dead gods part. You can take it out or modify it (Prince alludes to that in the notes) but it's rather central to the mystery. I suppose it's also a setting issue with me. I'm not big into S&S.

All those old lvl 1 indies like Pod Caverns, Gates of the Gann, Demonspore, etc. you can take anywhere. Same for most of the megadungeons. Although, side note guys, I think Stonehell killed my kids' interest in D&D after succesful delves in Horror on the Hill and Barrowmaze. I thought for sure that'd be a winner?... :(

*ahem* Gann wasn't level 1. It's a good one though. I have a spot (with breadcrumbs) for it in my campaign.

Stonehell seemed generic and boring to me. Blasphemy, I know, but I couldn't understand the hype. If you want to elaborate on why Stonehell is the best megadungeon evar, go ahead. I am all ears. (ie so open minded my brain will fall out)


The Heretic
 
Unless the adventure is literally about a heroic 600 mile ordeal across the ice or something, there's no point in these massive distances. No one wants to spend days tangling with random monsters and keeping track of food and water.
I've been blaming that on Tolkien and the ridiculously empty lands of Eriador. But you have a point, it's also probably influenced by most of the creators being North American. I mean, it's hard to fathom to us that drivethrus are not a thing in Britain et al, because there simply is no room for them. Bizarre!

Yeah, my gut says these guys got some "Lord of the Rings" syndrome going on, where Fantasy Adventure = Lots of Walking. It's a trope now. I'm not sure how much sense of scale fits into things, but you could be onto something there about the EU/NA dichotomy.

I think Stonehell killed my kids' interest in D&D after succesful delves in Horror on the Hill and Barrowmaze

I ran through ten levels of Dungeon of the Mad Mage before my party just kinda fizzled-out on it. I think the tentpole megadungeon format appeals only to a very specific type of player, one that is mostly in the minority. Probably why more megadungeons are purchased for reading rather than actual play. Contrary to the OSR echo, when it comes to the average player the resource logistic management minigame does not have the universal appeal they think it does, which is why "modern D&D" de-emphasized it to reach a larger audience.
 
In a lot of cases, I found that writers set up truly preposterous wilderness areas, which I have argued previously might be a North American thing. :(
I think if comes from a culture, and style of civil engineering, that makes everyone heavily dependent on cars. You get a different sense of distance if you walk it. An hour at 60 mph takes more than 2 days walking on good, level roads. And Gygax also heavily overestimated how far you can walk in a day without engaging in a forced march.
 
(Europeans, of course, have the opposite problem when they visit NA. "I am going to visit Boston on Monday then swing by Tallahasee on Tuesday and then maybe drive to Los Angeles on Wednesday." Um, no)

Dude, this is SO true! I meet a lot of European dips and expats and they're all like "Oh yeah, I'm going to tour Canada for two weeks this summer!" and I'm like, "maybe Southeast Ontario and a bit of Quebec, bro." :LOL:

But yeah, my argument that you can fit an entire campaign environment into an area the size of Sherwood Forest (sorry, I can't find the link) stands. If you need pacing, just make the terrain difficult, suddenly it's the Ranger's chance to shine!

Stonehell seemed generic and boring to me. Blasphemy, I know, but I couldn't understand the hype. If you want to elaborate on why Stonehell is the best megadungeon evar, go ahead. I am all ears. (ie so open minded my brain will fall out)

Yeah, Prince is running it and posting logs currently, and it sounds like they're having a good time, but my kids hated it so violently that they begged me not to run it for a third session and we just went the entire Christmas holidays without dnd. I was a little heartbroken, and now I'm doing that DM spiral of self-reflection thing.

I ran through ten levels of Dungeon of the Mad Mage before my party just kinda fizzled-out on it.

It might be a DM thing. Megadungeons are contained environments where the DM is very much in control, whereas in towns and wilderness things are far more Player-driven, forcing the DM to be nimble. Also, megadungeons are full of cool shit (the good ones are, anyway), but they're exhausting for players who have little recourse if things go wrong for their characters. My kids had to pull out of the gatehouse after a much loved elf got poisoned by a giant centipede. It bummed them out, and that stuck with them when they went underground, I think.
That said, I played in a Rappan Athuk campaign, and I LOVED it. But yeah, there's just something sterile about the Stonehell dungeon. It might be the one-page format's forcing of super tight descriptions combined with having to flip back and forth to the more expansive level-description on the previous page?
 
It might be a DM thing. Megadungeons are contained environments where the DM is very much in control, whereas in towns and wilderness things are far more Player-driven, forcing the DM to be nimble.
Nah, it was a player-preference thing. I know because they told me. They like dungeons, but only in short bursts - they missed overland travel, regional politics, natural environments, interacting with civilization... but the most egregious part was that a megadungeon doesn't commit itself well to memory when you play it once or twice a month. People barely remember what happened in the last session, let alone what happened twenty sessions ago. And because the megadungeon is a singular unit, all the keys go to existing locks, all the McGuffins go to NPCs, all the factions link with other factions... and breaking that stuff up over the long term just caused things to get lost in the shuffle. They wouldn't try putting the silver key in the silver door because they got the silver key six months ago, and it's in the inventory void now. Sure they could review their notes, but there was nothing fresh in their minds to say "silver door? WAIT WE HAVE THAT KEY!". Because the dungeon is so big, it often robbed them of those sweet "AHA!" moments when stuff from their past sessions paid off.

My groups' sweet-spot for dungeoncrawls are about 5 sessions - after that, they don't want to be stuck there anymore. They get tired of the constant fights and the limited options. They want the campaign to advance.
 
Thats a very interesting point.

But would incentives - or pressure - to get past the silver door have helped?

I wonder if a hallmark of a good megadungeon is if you easily could split the levels up and disperse them around the milieu as separate adventures.
 
I wonder if a hallmark of a good megadungeon is if you easily could split the levels up and disperse them around the milieu as separate adventures.
The issue I see with that school of thought is that megadungeons are generally meant to be complete ecosystems, and thematically whole (or at least, plausibly connected for some reason). If you make each level independent enough to be pulled out of the megadungeon entirely, then the whole thing comes off as disjointed and piecemeal, and kind of ruins the whole monolithic vibe of the megadungeon. It can be done easily for ones with really small, mostly independent levels (e.g. Barrowmaze), but the larger ones usually lose a sense of purpose in the disconnect. Not to say it's tough to isolate dungeon layers for use elsewhere, just that it doesn't really make for the hallmark of a good megadungeon (at least, in itself).

Dungeon of the Mad Mage (which is just 5e Undermountain, basically) had this problem - it's not a very good megadungeon. It has a lot of interesting features, sure, and you could very easily pull it apart and use each level independently. However that characteristic had the downside of making the whole dungeon feel very random and inconsistent, and as such, compounded the problems my players were facing of not being able to keep linkages wrangled and at the top of their minds. It came out jarring, and sometimes downright immersion-breaking (looking at you Dweomercore, the Hogwarts-esque school located on Level 9).
 
Yeah, my gut says these guys got some "Lord of the Rings" syndrome going on, where Fantasy Adventure = Lots of Walking. It's a trope now. I'm not sure how much sense of scale fits into things, but you could be onto something there about the EU/NA dichotomy.

Another piece to that is the intentional emptiness of the lands in Lord of the Rings. There was an in universe reason for that, though it wasn't readily apparent. Eriador in the real world wouldn't have been that empty. I think EGG copied this with Greyhawk, and it explains why the population figures for all of the major nations are way, way off.

I ran through ten levels of Dungeon of the Mad Mage before my party just kinda fizzled-out on it. I think the tentpole megadungeon format appeals only to a very specific type of player, one that is mostly in the minority. Probably why more megadungeons are purchased for reading rather than actual play. Contrary to the OSR echo, when it comes to the average player the resource logistic management minigame does not have the universal appeal they think it does, which is why "modern D&D" de-emphasized it to reach a larger audience.

We did ASE1 for a few sessions. I think my players were still interested, but I was getting very bored. Mapping was annoying, most rooms were empty, it seemed like a drag to DM. That probably was on my part though. If I had more experience running a megadungeon like that maybe I could've come up with better random encounters.


The Heretic
 
... but the most egregious part was that a megadungeon doesn't commit itself well to memory when you play it once or twice a month. People barely remember what happened in the last session, let alone what happened twenty sessions ago.

This problem comes up outside of megadungeons as well. I usually start the session having us do a summary of what happened before. It allows me to gently remind them of things they might not have picked up on (without being blatantly obvious) while also giving me a chance to see how they are perceiving the campaign world. But yeah, when you have two sessions a month at most, and sometimes you end up going for weeks or months at a time not playing, it's very hard to keep up with the details. This reminds me, I need to send out the call to my group to see if we're playing tonight, first time since early December...

The Heretic
 
That said, I played in a Rappan Athuk campaign, and I LOVED it. But yeah, there's just something sterile about the Stonehell dungeon. It might be the one-page format's forcing of super tight descriptions combined with having to flip back and forth to the more expansive level-description on the previous page?

Bryce gave it a glowing review so I checked it out. He gave all these examples of all the cool things in it, but when I got it I realized those were the *only* interesting things in the dungeon. It's kind of like those bad movie previews that show you the whole movie in the advertisement. Why bother watching the movie, they put all of the main points of the plot (in order) in the trailer.


The Heretic
 
But yeah, my argument that you can fit an entire campaign environment into an area the size of Sherwood Forest (sorry, I can't find the link) stands. If you need pacing, just make the terrain difficult, suddenly it's the Ranger's chance to shine!
Yeah, Great Britain and Ireland combined are less than half the area of Alberta, it gives you a different perspective.

For @The Heretic's benefit, Alberta is 95% of the size of Texas by area.

Nah, it was a player-preference thing. I know because they told me. They like dungeons, but only in short bursts - they missed overland travel, regional politics, natural environments, interacting with civilization... People barely remember what happened in the last session, let alone what happened twenty sessions ago. And because the megadungeon is a singular unit, all the keys go to existing locks, all the McGuffins go to NPCs, all the factions link with other factions... and breaking that stuff up over the long term just caused things to get lost in the shuffle.

I'm pretty sure I remember reading that in Gary's game the players did a lot of stuff between hitting the dungeon - or rather, dungeons, because they might go to a different dungeon before they completed the first, then go back to the first after a while, pretty much on a whim.

I have also read - and I don't remember if it Gygax, or about Gygax, or someone like @robertsconley who runs a big sandbox - that part of the trick to that is having McGuffins outside of the dungeons that point back into the dungeon. Maybe something as obvious as a key, or a map, or maybe a puzzle with insights to solving a problem in one of the dungeons, or maybe the party just gets resources - like access to passwall, for instance - that makes an impassable door passable.

And that got me thinking about how Gygax's dungeons have a lot of interesting and interactive rooms, there are usually only a few that are really big deals, and those are clearly marked as being something special, often with detailed illustrations. Like the big whopping doors and marble corridors to Drelzna's chamber in S4, or the sealed doors in ToEE, or the thone on the Temple level of ToEE. Of course sitting in the throne is going to do something, you would think that even if the DM didn't hand you a colour-coded diagram of it. And if it doesn't do something, you either haven't figured it out, or you need something you don't have. And then motifs are created, so when you find a thing with marking, you know it probably has something to do with the other thing with the same markings. And because there are fewer of them, you actually remember what they are. Plus, since you aren't actually there, and everything isn't tangible to the players the way it would be to the characters, the DM can give hints like, "You think you have seen those markings before," and send everyone rummaging through their inventory lists and wishing they had taken better notes.

So yeah, if every room is a special snowflake rooms, then no rooms are special rooms, and nobody is going to remember them. But if the important things to remember really stand out, they probably will, at least with a little nudging. It's like what @Agonarchartist says about tricks and traps (paraphrasing), important things should be telegraphed, even if why the thing is important is not immediately clear.

Also, those dungeons, as self-contained products (or series of products, like GDQ), need to have self contained solutions. But if you are running a campaign, the ToEE golden orb doesn't necessarily have to be found in the ToEE (or maybe it does, I don't remember, but you get my point). More or less like playing Ultima.
 
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