Just some musings in a brief break.
- This kind of thing is why I left D&D for Rolemaster and then GURPS (via Man-to-Man). Not that D&D is bad, it's a lot of fun and I loved it. But we could never deal with the issue of "how many swings" and "what does melee mean" and "why doesn't that mean I shoot lots of arrows?" and all of that and I sure don't miss the arguments. I ultimately went to a system that really did pare it down to one blow being one blow, an arrow shot is an arrow shot. It's not free from abstraction, of course. But the bottom-up design - it started life as one man, one blow, one second instead of a mass combat system - is for single person combat and it shows.
- I like stocking treasure randomly, but GURPS DF 8 sure requires a lot of rolls and page-flipping and calculating value. I'm hoping someone else automates it. Still, DF 8 does have some cool stuff in it, I just find myself rolling up valuable clothing for aquatic encounters and weapons for rust monsters, that kind of stuff, and needing to re-roll or just decide for myself.
- I've been drawing a few more levels of my megadungeon, and editing a bit on the ones not yet reached. I'll post another megadungeon lessons post once I'm sure I know what I've learned from it.
- I was reminded of Rolemaster recently several times. Especially the herbs. I think my DF game needs more off-the-shelf edibles like the Rolemaster herbs. So I'm starting to write some up.
- I really want to draw your attention to this cool news: the re-release of the Slaver Series!
I loved the A1-4 series. I ran the combo supermodule once in AD&D and once in GURPS, and ran the separate modules at least one other time in AD&D and was run through A1 solo once as well. A bit railroad-y, like most early (very linear) tournament modules, but full of cool stuff.
I'll get this, if I can, just to see the new adventure. I already have good copies of all four of A1-A4.