about some of the old TSR rpgs? Programmed adventures. These were the adventures that were built like the solitaire "Choose Your Own Adventure" books. I liked the Choose Your Own Adventure books. I still have at least one of them, the original Star Trek one in which you played a cadet on Captain Kirk's Enterprise. But TSR didn't seem to do a good job implementing the format. Maybe the fact that I never liked the solo adventures that called for dice-rolling has something to do with it. By all accounts I should have loved the Marvel Super Heroes module Thunder Over Jotunheim. It had Thor fighting trolls and giants, for Frigga's sake. But the "crystal viewer" was a drag and the writing for the adventure was subpar. The intro adventure for the Gangbusters boxed set is one of these "if you eat the cheese, go to paragraph 2A" jobbies. The Boot Hill module Mad Mesa is supposedly more of the same. I want to use this material in a regular GM & party style game, but wandering paragraphs do not make it easy to follow.