MortonStromgal
First Post
I have not played the other two but I did like Keep on the Borderlands. Much like T1 it was not just a dungeon, there were other side quest and things to explore.
I liked Tsojconth. I never ran Forgotten Temple of Tharizdun in actual play, so I'll refrain from commenting on that. I'm generally positive on B2.Those who were disppointed with ToEE, where you also disappointed with things like Lost Caverns of Tsojcanth, Forgotten Temple of Tharizdun, and Keep on the Borderland?
For my part, it isn't that the ToEE couldn't live up to its own hype. I think the lair vs. campaign design flaw is an actual flaw, not just perception (although definitely one most apparent in actual play)I do wonder about that. I have to wonder if the more anticipation there is for a product the more disappointing it would be.
I told Gary before he died that I hoped CZ wouldn't be consider equivalent to the "Giant Rat of Sumatra", which should be familiar to 1e MM fans…The "legend" of the unpublished work surpasses the work itself.
Old schoolers tend to be a lot more defensive on ENWorld than they are in places such as Knights & Knaves Alehouse. Ofc 'new schoolers', fans of 4e, and everyone else, are all more defensive about their preferred edition here than they would be on safe territory, amongst like-minded people.Something I find interesting in this is how old-timers/grognards, who usually defend to the death things that are AD&D1 in general, and EGG especially, are either quiet on this product, or they agree with the negativity.
Those who were disppointed with ToEE, where you also disappointed with things like Lost Caverns of Tsojcanth, Forgotten Temple of Tharizdun, and Keep on the Borderland? Aren't they all in a very similar style -- writing style and organization and design style?
If not, what makes ToEE not like the others?
I just kept a list of the major NPC's (i.e. The High Priests for each Element) listed on a side paper with notes on them. I do this with any module.
Another big thing most forget to do was general movement of monsters or the factions when they brought in new recruits/sacrifices or even simple guard patrols.
Even movements by various major NPC's should be tracked that way. Cause honestly, very few of them will never sleep or have a pressing matter that might call them away from the ToEE.
If you went into too much detail within a module you would be upsetting the Canon of the world the fans loved so much. Think about the fiascos (i.e. Nerdrage) of the Realms with the Avatar Trilogy and the Spellplague through the editions.
One thing I hated about Return to the ToEE was the fact there was a return. Namely because in one of my group's campaigns they had claimed it as their own.
Regarding module organization - I completely agree that in large part, ToEE completely lacks it. It is difficult to cross reference defenses and reactions during play without bogging things down without some additional prep work on the DM's part. For me, this included labeling all of the rooms with their contents and preparing a master list of each faction's resources, bosses, locations, and strategies. However, I do not necessarily agree that bad organization = bad module, just as I would disagree with the position that good organization = good module.
Those who were disppointed with ToEE, where you also disappointed with things like Lost Caverns of Tsojcanth, Forgotten Temple of Tharizdun, and Keep on the Borderland? Aren't they all in a very similar style -- writing style and organization and design style?
If not, what makes ToEE not like the others?