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Gary, how did the idea for the Temple of Elemental Evil come out? It feels like a living, breathing world to a greater extent than Keep on the Borderlands. I suppose that's because the Keep was it's own internal environment, while the area around the Temple has a more diverse atmosphere due to the competing factions and interests. So far we've enjoyed it more, and the DM has also, especially because we're not the kind of party to stick with the storyline. We made the Moat House into a base, attacked some of the more actively evil people inside Nulb (town hates us now), tried to recruit our own spies among the people of Nulb, changed the pirates' ship into a floating thieves guild, and started a small chapel for Pelor while spreading the faith. And despite all this, the DM has done a decent job of taking the information provided and just running with it, which makes this, in my opinion, a well-designed module.