Getting a good look at how some folks did dungeon adventure/RPG 40 years ago got me thinking what would be more entertaining to see these days dungeon adventures written to specific rule sets/edition of a game or house rules madness?
Why do so many of us keep reworking the wheel, we have the wheel, we have most of the wagon there are plenty of reference points out there that house-ruling can be a little more extreme and be embodied in the adventures/dungeos people share online (and elsewhere). Back in the good old days I didn't blink an eye at lifting a RuneQuest, Chivlary&Sorcery, Tunnels-n-Trolls, or FantasyTrip scenario I came across and using it in the game i was running (most likely D&D).
Some folks get really rigid on converting from one game to another or from one variant to another. Loose conversion guidelines are sure handy but it isn't really necessary to be so gosh-darned conformist. I managed a campaign that ran about two years using the BFRPG rules and used modules and materials written for D&D editions and Simulacra that spanned decades (including originak D&D, B/X D&D, AD&D 1st and 2nd ed,LL, S&W, and 3.X) . Back when I ran a 3e campaign I used plenty of original judgesguild material along with modern stuff and the players never noticed I was converting on the fly 99% of the time.
I think so many of us are chaining ourselves down trying to emulate style and format for specific versions of the game(s). I myself seem to enjoy the less picky adventures. Time to get more creative.
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