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From: lasko@regina.DEC
Newsgroups: net.games.frp
Subject: Re: the "AD&D Module Competition"
Message-ID: <3678@decwrl.UUCP>
Date: Wed, 19-Sep-84 10:18:27 EDT
Article-I.D.: decwrl.3678
Posted: Wed Sep 19 10:18:27 1984
Date-Received: Tue, 25-Sep-84 07:17:41 EDT
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Organization: DEC Engineering Network
Lines: 87

[warning: flame on]

Re: module contest posted by ...ihnp4!houxm!hou2e!ksl

I frankly think this contest is a bit of a crock, and I don't play contests
where I can't understand the rules:

>>Subject: AD&D Module Competition
>>		ATTENTION ALL D&D PLAYERS/DMs!!
>>Here is the challenge of your life!  Here is the
>>chance to get yourself fame and fortune!  If you
>>can submit a semi-module, you could get both fame
>>and fortune!  What could go wrong, expert D&Ders?
>>If you can submit a module using the rules, your
>>expert module could be posted on this net, used
>>as a play be mail, or even turned into a computer
>>game!  Everyone is a winner, but 3 expert D&Ders 
>>will judge your module accordingly.
  Okay, I see AD&D(tm) and D&D(tm) listed within the first twelve lines.
Which game is it?  For that matter, if it is D&D(tm), do you mean the
Original Edition, or the Basic, Expert, and Companion Sets?  All three
of these are different games!
  For that matter, who are these three "expert D&Ders", and what qualifies
them as such.  I don't see any names in here.  For that matter, what rules
will they judge the modules by?

>>The best module for every 2 months will be posted
>>to a few nets.
  Thereby losing any copyright the author may have had on his work.

>>Below are a few guidelines/rules/suggestions:
>>3.	You do not need the following, although
>>	your module would be better with them:
>>		-DM Notes
>>		-Appendices about new items/monsters
>>		-NPC
  I would say they would be necessary for any good module.  And, if we
are writing modules "by the rules":  most modules written by other
module design contests do not allow many new items or monsters.

>>4.	You may write your module IN ANY FASHION.  For better ratings, 
>> use either mm macros or regular concatenation.
  Huh?  Write your module any way you want, but use X to win.

>>5.	Your module WILL NOT be rated ON A CURVE.
>>	Each module will be rated on it's own.
  Again, according to what scheme?  Someone has to win.

>>6.	There will be a contest every 2 and 1 half months...
  I could have sworn I read "2 months" a few lines ago.

>>7.	Modules MUST be based on D&D.
  "Based on", or be "by the rules" of "D&D", and again, why is AD&D(tm) 
 mentioned up there.

>>8.	The description number should match the maps numbers.
  I won't even comment on how this statement insults the intelligence of 
 the people reading this newsgroup.

>>9.	For Contest #1, level limits will be level 5-15, but does not, by 
>>   any means, has to cover all 10 levels.
  I don't think you could in a "short" or "semi-" module.  Again, if D&D(tm)
is being used, this would preclude using rules from the Companion Set, and
should therefore be stated.

>>10.	The average module should be between 300 to 700 lines long, with 
>> 72 characters per line.  Modules may be as long or as short as you want.
   Huh?  Modules can only be X lines long, but as long as you want?

>>Good luck, fellow players.
>>This has been a DM, and Gandalf as player character
   Are we to be judged by players, in which case I would assume that ease of
  reaching the treasure is most important, or by our fellow DMs


Far from putting down this kind of attempt (after all inmet!jmd and the 3mil
experience point evil characters was a great way to stretch the mind).  But
if someone is setting up a triumvirate to judge us (and I only count two 
people (?) in the closing statement), I think they should be a little clearer
about what they are looking for, not to mention have a clearer idea on the
rules of the game, and how to design a dungeon module.

[flame off]

tim lasko   {decvax, ihnp4, other biggies}decwrl!dec-rhea!dec-regina!lasko
            Digital Equipment Corp, Maynard, Mass.