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DM Needs Help with Temple of Elemental Evil
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<blockquote data-quote="Libramarian" data-source="post: 6229142" data-attributes="member: 6688858"><p>I haven't run TOEE but I am familiar with running 1e adventures generally.</p><p>Nope. Just treat the town like a dungeon and an NPC's house or whatever like a dungeon room. As mentioned above the plot seeds are embedded in the town NPCs, so just work that in as you roleplay the interaction encounters. Read the background for the moathouse/temple and drop this to the PCs as seems appropriate. Grind the players' gears sometimes with the NPCs. Make unreasonable demands and incompatible requests. Give them an opportunity to play NPCs against each other. A Gygaxian D&D town is basically a fantasy version of the town from <a href="http://en.wikipedia.org/wiki/Fistful_of_dollars" target="_blank"><em>A Fistful of Dollars</em></a>.</p><p></p><p>It sounds like you have to do a lot of improvising but keep in mind that the main game here is the dungeoncrawl. That in itself should carry the experience. Town intrigue is just whipped cream on top of that--to make a good game into a great one. The basic motivation for the PCs to go to the dungeon is that it has the most and best loot. The fact that treasure gives XP directly in 1e should make looting more addictive.</p><p></p><p>I hear TOEE becomes a slog after a while and most groups don't finish it. Give up when it stops being fun, and retire the PCs with their XP as the "high score" to beat next time you play AD&D.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6229142, member: 6688858"] I haven't run TOEE but I am familiar with running 1e adventures generally. Nope. Just treat the town like a dungeon and an NPC's house or whatever like a dungeon room. As mentioned above the plot seeds are embedded in the town NPCs, so just work that in as you roleplay the interaction encounters. Read the background for the moathouse/temple and drop this to the PCs as seems appropriate. Grind the players' gears sometimes with the NPCs. Make unreasonable demands and incompatible requests. Give them an opportunity to play NPCs against each other. A Gygaxian D&D town is basically a fantasy version of the town from [URL="http://en.wikipedia.org/wiki/Fistful_of_dollars"][I]A Fistful of Dollars[/I][/URL]. It sounds like you have to do a lot of improvising but keep in mind that the main game here is the dungeoncrawl. That in itself should carry the experience. Town intrigue is just whipped cream on top of that--to make a good game into a great one. The basic motivation for the PCs to go to the dungeon is that it has the most and best loot. The fact that treasure gives XP directly in 1e should make looting more addictive. I hear TOEE becomes a slog after a while and most groups don't finish it. Give up when it stops being fun, and retire the PCs with their XP as the "high score" to beat next time you play AD&D. [/QUOTE]
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