I see. GDW deliberately decided to publish bare-bones adventures instead of big, elaborate adventures with detailed NPCs and rich background descriptions because they didn't want to stifle the creativity of referees and players. They gave descriptions of NPCs like "A midlle-aged gentleman (9759B9)" because they knew that referees would automatically add a physical description, personality, history, and motivation as long as one didn't stifle their creativity by giving too many details. And the character creation system is designed to prod players into molding their characters into complex, well-rounded characters with real feelings, not just a string of numbers. The system only give them a string of numbers, true, but that is guaranteed to make all players hunger after more detail. The system deliberately does not deliver those details in order to encourage the player to make them up out of thin air. If the system had delivered such details, the player might not... um... that is, if the system created complex characters, the player wouldn't have to make those extra details up himself, and that would obviously be a bad thing...
Hans
There were two schools of thought on gaming. The original idea was that the GM was the king of his universe. He made up everything, and the players played in his world.
AD&D started moving towards providing rules every conceivable circumstance and programmed, linear adventures (which I like), complete with all stats.
Traveller was about giving the GM the tools to create his universe. The GM could rely on world building systems, vehicle building systems, starship building systems. All of this still requiring a lot of work on the GM's part.
AD&D was about giving the GM everything he needs to play the game, on the spot. If the GM needed something, he could look it up.
Actually, many early D&D adventures were little better than a map, and a list of monsters. Some of them TSR's work.
I can't think of one that didn't have a keyed dungeon to it.
I can think of several GDW adventures (obviously not all) that would off-handedly mention a location and not have a map, much less a keyed map.
And S4 is wrong about GDW... CT provided map with encounters programmed in the same "montessori method"1 approach as many D&D modules... it is less noticeable, however, since there are no walls to hold the PC's to the plot.
Not really.
And, you're examples really don't fly, either. For example, Shadows has a keyed map, but there's not a lot of "adventure" in that map.
GDW gives you the map to build upon--to add your own bad guys. To turn Shadows into whatever type of adventure you wish.
If you want some pirates using the place as a base, then you've got what you need.
If you want some aliens to come out of cold sleep, then you've got what you need.
If you run the adventure as-is, you're in for a pretty boring time.
Same thing goes for Research Station Gamma. It gives the GM a place--a base--to further develop. If the GM does little with RSG, then it's a pretty boring adventure with a couple of encounters and a couple of robot fights.
Take a look at the Kiniur. You get the map of the ship...and little else. It's up to the GM to make the place interesting.
Now, look at the AD&D modules. Those keyed maps where full adventures. They had things to fight--some of them even had a pretty good story.
You don't get near that level of detail with the GDW stuff (on average, of course...there are always exceptions).
Both were, at the time, state of the art, in the early 1980's. Neither realy provided much detail on NPC's unless they were bigbads...
Encounter: 1 drider and 2 drow. [stat block]. They will attack on sight.
was all too common in AD&D modules
Even that proves my point. Look at GDW adventures. You almost never get NPCs or bad guys to fight. You sometimes get an important NPC with stats, but all too often, you get his name only. As for stats, usually all you got was a sample PC crew. The GM is charged with creating all the bad guys.
Heck, most GDW adventures don't even tell you who the bad guys are--many of the GDW adventures just give you a location and some encounter ideas, leaving it up to the GM to flesh out the place with story and NPC to fight/encounter.