Transhumanist Terminology - Over at Slate.com, Zoltan Istvan wonders what term should be used for, well, Transhumanism. He sets it up thusly: The singularity people (many at Singular...
Sunday, July 14, 2013
Take, for example, G1-3/D1-3/Q1, the famous "Against the Giants" modules. Although they were set in a particular section of the Flanaess, the basic plot - giants are raiding human settlements and need to be stopped, and some unknown force is the impetus for the raids - can be transferred into just about any campaign world. Modules like S1 "Tomb of Horrors", while possessing some background information about ancient history and a particularly noteworthy villain of yore, can simply be plunked down into any campaign with a minimum of fuss (bear in mind that the module itself gives several different possible locations for the Tomb; it could be in Iuz, on an island in the Nyr Dyv, in the Bright Desert, in western Geoff, in an island off in the Solnor Ocean, or in the Vast Swamp, which seems to have become the default (and later canonical) locale.
Contrast this with many of the modules that came later, especially the "adventure path" type adventures. Because they were tied to tightly into the background and ongoing story of a particular campaign world, it made it much more difficult to drop them into one's own homebrew world. Contemplate putting something like DL2 "Dragons of Flame", or "Cormyr: Tearing of the Weave" into a different campaign milieu. It's perhaps not impossible, but it does present a much more daunting prospect.
Note this is not a function of Greyhawk adventures being more quasi-generic; many of the later titles were just as tightly woven into the fabric of the setting as any Dark Sun or Forgotten Realms module could ever aspire to. It's a function of time, and as far as I can tell the switchover started in the early-mid 1980's, when homebrew campaigns began to decline in favor of pre-printed settings.
This sort of portability is something modern designers might want to bear in mind when designing new adventures. Many OSR titles today are, in some ways, too generic. I think my favorite type is a mix; a module that is set in a particular setting, but which can easily be ported into other campaigns with little effort. That, to me, gives the optimal mix of background texture and portability that makes a module most useful.