- A player objective more worthwhile than simply pillaging and killing.
- An intriguing story that is intricately woven into play itself.
- Dungeons with an architectural sense.
- An attainable and honorable end within one to two sessions playing time.
This is vital information, because it's all too easy, in retrospect, to see the Hickman Revolution as something imposed from the outside on D&D, when in fact it was an organic outgrowth of it and one with deep roots. That doesn't make it any more palatable to me, but we mustn't forget that, from fairly on, there were those dissatisfied with the way RPGs were presented and marketed in the early days and they offered up alternatives to those who felt the same way -- just like the old school renaissance is doing today.