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Originally Posted by Remus Lupin I wonder if part of the issue is the difference between how it is experienced as a player vs. how it is experienced as a DM. If you're a player, and you've got a decent DM, and you've never actually read the module yourself, you may walk away thinking that the whole thing was "fair," because it was never apparent to you just how arbitrary it all was. |
I think this sums it up completely. I've followed the thread right from the start. I ran the ToH for my 3ed group a few years ago and this is exactly how it played out. I read and re-read the module several times. I made notes of things that I felt needed to be changed as they weren't clear to me, so they'd be even less clear for the players. I decided what sort of searches would reveal what secrets/clues/traps in a given area. I was the one that helped make the module "fair" for the players. Whether I succeeded in that is up to my players to tell you, but I believe so, as no one complained about it at the end.
I think the majority of "classic" modules are viewed that way for two reasons. 1) There was a shared continuity at the time. There weren't many published modules available, so pretty much everyone played several of them at some point in time before DMs started scripting their own and 2) many DMs at the time relied more on their own judgement for written modules as many of them had such flaws in their descriptive text.
I'm not putting down today's modules. I enjoy running many of them, as it is just easier, especially with all the new rules. But a relatively simpler game back then resulted in relatively simpler modules which, conversely, required DMs to invest more creative thinking into running them. And I think that creative thinking is what makes the difference.