Believe you me, I started to get into the alternate settings and decided it would require its own whole article.The Great JT said:I suppose an updated take on the al-Quadim and Spelljammer settings is out of the question.
I'd love to see Al-Qadim get remade, and it was technically part of Faerûn, so it would fit with it. Though, to be honest, my greatest hope out of FR being the centerpiece setting is to see a reprint/update to the greatest D&D book ever made, Aurora's Whole Realms Catalogue.The Great JT said:I suppose an updated take on the al-Quadim and Spelljammer settings is out of the question.
Heresy, Keep on the Borderlands is perfect just the way it is.Thunderous Cacophony said:Honestly, I'd love to see them remake Temple of Elemental Evil and Keep on the Borderlands.
See my post above - my solution to this has always been to be very generous as a DM - my job is to make the game fun, not to kill my players. So I put them in difficult situations but then I reward their ingenuity in trying to get out of them. These aren't ordinary people, after all, they're fantasy heroes. They should have narrow escapes and come through victorious.Fat_Hippo said:As someone who has never played any of these, I've got one question for a few of the veterans here: Isn't a frequent "problem", depending how you look at it, that old adventures tended to be total meat-grinders in comparison to more modern campaigns? I don't mean quite "Tomb of Horrors" levels of fatality rates, but still oftentimes more punishing and suddenly deadly than what most gamers these days are used to and expecting?
Because if so, that would definitely be a factor which would discourage the remaking of old adventures. Stay faithful and piss off the younger generation when their party gets wiped by something they would consider total bullshit, or enrage the old guard when the adventure gets made more "wimpy".
I don't really see why. The whole point of D&D is that you have a DM guiding everything. Aside from complete beginners, there's no DM in the world who follows every rule and every part of an adventure exactly to the letter. See Flatfrog's posts above for a perfect example. Adventure modules are great as introductions to the game and general outlines for an adventure, but a good DM will always be adapting them to their specific game, or just coming up with their own stuff entirely. When it comes to older adventures, translating them to newer rules is going to be much less of a job than coming up with something entirely new yourself, and it's not like there isn't plenty of information on the internet to aid translation if you don't already own all the old editions yourself. So I don't really see the point in re-releasing lots of old adventures. The reason there's a focus on new content is that the old content already exists and can be used by everyone regardless of which edition they have. Depending on the exact details it may be more or less work for the DM, but it's almost always going to be less work overall than actually planning an adventure themselves from scratch.JonB said:Don't get me wrong, that's great, but there are so many classic, awesome experiences that newer players would have to learn old editions of the game to play.