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There are adventures that when played really impact specific GMs in ways that make them think about them every time they design their own or compare future modules to.
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A sculptor lives high in the mountains.
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A ruined menagerie.
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Fences are smashed, hedgerows are aflame, nobody saw who did it, no animals were taken, the flocks wander the countryside, the farmers are scared to gather their herds incase the vandals return.
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The new bridge has collapsed.
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Monsters should have real impacts on the world around them.
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As you make your way along you see a woman in the distance sobbing stumbling through the landscape half dehydrated and starved.
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A second article from Dragon Magazine #1 this delves into possible rulings and thoughts on how to do rulings for language from how much can a 3 intelligence Fighter speak even their own language (they can with limited vocabulary) and alignment language and
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Written by Wesley D Ives in the June 1976 copy of Dragon Magazine this article lays out an early attempt at making a skill system for D&D a year before AD&D laid out their more concise skill system.
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Dungeons and Dragons and TTRPGs as a whole have gone through a great amount of changes over the years.