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Reading & Running old D&D adventure/delves... Am I missing something?

Rechan

Adventurer
I haven't read any new campaign books so I don't have anyhting to compare to but I imagine newer books are such as "adventurers come to town, goto bar, meet X.(X has this to say about such topics and points then to Site A. They head off to site A" and it goes along that lines in that the conversation is kind of already mapped out.
Not really. I mean, some are "They're hired to do x" or often "They're attacked by group x, and obviously they're going to want to follow up on that". but others are a lot more involved. Adventure paths for instance, all the PCs are raised in this little town and then suddenly x happens! and they have to do y!

If you want more story you might consider checking out Expedition to Castle Ravenloft; it came out at the tail end of 3.5, and it revamps (heh) some of the story of Castle Ravenloft. Among other things, PCs are given a choice whether they should destroy Strahd or destroy some evil hags, based on which faction they think Is Worse. Also it's 3.5 so it may be easier to translate into PF.

I too am itching for a little old school sandboxes. Or at least, the sense of exploration that old school had. The 'there's a cave, so let's go look inside' sense of going into places for the sake of seeing what's there, opening all the doors and experimenting with chambers with funny things in them to see what happens. Not that my bread and butter aren't stories, but I never really got to do the "exploration" style.
 
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MerricB

Eternal Optimist
Supporter
I just read a bit more into ToEE and at the point of Interlude from Hommlet to Nulb under the DM notes it just says something like "Now that hommlet is taken care of and you've slain or chased off all the bad guys...." Although I haven't read ALL the encounters in the moathouse I didn't see anything about Zert or any of the other people being an encounter.

One of the big problems that home bases have is that it's very, very hard to write encounters for them when the actions of player groups can be so different. At this point in the history of the game - and Hommlet is one of the very first to actually detail the home base - the method was to lay out what was in the home base and then let the DM decide what to do with it.

Thus, you've got a bunch of cultists in the village, and some NPCs in the Welcome Wench who are available for hiring with the party to bulk up their numbers in the moathouse - and some of those NPCs have ulterior motives. And here's where the assumptions of today meet the assumptions of yesterday and come crashing to the ground.

The fact is, in today's D&D adventures, a group of 3-6 players create one character each, go on an adventure, and succeed.
In yesterday's D&D adventures, a group of 3-6 players created one character each, and then hired companions because having only 3 or 4 PCs was nowhere near enough to succeed!

That causes a large problem in the approaches to the adventure. The modern group misses out on hiring the cultists, and the agents of Good, and wanders around Hommlet wondering what the fuss was about. The old group quickly finds itself enmeshed in the adventure as the NPCs use them for their own ends.

These assumptions of basic play cause a lot of problems; even more because they weren't universally true even back in the day. When I started playing D&D (c.1982), we created one character each *and didn't hire anyone*. By the time we played through the Village of Hommlet quite a few years later, we missed all the fun of Hommlet, cleared out the Moathouse because we were pointed to it by the DM, and then headed off to the Temple proper.

If you are interested in investigating different methods of detailing the home base, I advise having a look at the following D&D adventures:
* The Village of Hommlet (1979) (part of T1-4 Temple of Elemental Evil)
* Keep on the Borderlands (1979)
* Keep on the Shadowfell (2008)
* Against the Cult of Chaos (2013) (one of the D&D Encounters seasons)

Why those four adventures? The first two are classic Gygax approaches to the home base. Keep on the Borderlands has particular advice for running the home base, while leaving it a lot more sketchy than in Hommlet (which doesn't have the advice). Keep on the Shadowfell, which you can get for free as a pdf, takes a lot of the basic structure of what should be happening with Hommlet and Keep and spells it out for you. (Although the dungeon design isn't great, the first half, which involves most of the town stuff, does show how you could run the old AD&D adventures). And Against the Cult of Chaos is a mash-up of the Village of Hommlet, Keep on the Borderlands and Against the Cult of the Reptile God, and gives an excellent take on how to design a reactive home base/adventure location - especially given the restrictions it had on it. Alas, I don't think you can buy it at present...

Cheers!
 

Do you honestly think a novice DM can run KotB or anything like it for me as a player to my satisfaction? I think a compotent DM would struggle.

Could a novice DM satisfy a jaded 30-years-of-experience D&D player? Not a chance in hell.

Could a novice DM come up with a handful of reasonable answers that frame the adventure sufficiently so that an average player could enjoy it? Certainly. I submit that the DM could simply pick up on the "kidnapped merchant" thread and put a sufficient explanation together so the players can have fun and feel they have accomplished something.

I submit that that is what most players want -- not everyone expects a Lord of the Rings-quality epic from their games.
 

Celebrim

Legend
Sorry about the misunderstanding. As for KotB, I absolutely agree about the logical inconsistencies, but I don't really understand what you mean when you say KotB doesn't support "divergence in a story," or player proaction, or that it's "the exact opposite of" a sandbox. Can you explain? It seems pretty open to me. The PCs can even rally the humanoids and attack the Keep if they want to (that's where all the good treasure is, anyway).

I'm not saying it's a good sandbox because of those aspects, but rather that it's a good introductory module because of those aspects. I do agree that if you're a DM who's been around the block, and your players have been around the block, then KotB isn't really useful.

It's more like I'm a new kid who's really excited about the lawn, and you're really bored with the lawn because you've been looking at it for so long, and I'm defending the fact that a lawn can be fun even when it's just a lawn. This isn't a great metaphor, and it's ironic that I'm more interested in what I consider the old-school style because it's new to me (after getting bored with a long "modern" campaign with lots of "story"). What I'm trying to say here is that we're at such different places in our gaming careers that something that's fun or worthwhile to me isn't necessarily going to be fun or worthwhile to you--though I think there's a large middle ground, and I'd love to play with you and experience how you run things, since I don't really understand what you mean just by reading it on the forum, and I'm still exploring my style.

I apologize if I've been anything less than civil, and I hope you will extend the same courtesy to me.

Well and fairly spoken. I'll try to be less quick to draw weapons.

Sure, you can ransack the keep. The DM I considered my mentor told me that as a player, his group had done basically exactly that - robbed the keep blind and fled with its treasure. But if you go that way, the module isn't really any help in that regard. There is only the barest notes on how to run that, as there are in the Caves of Chaos describing when and from where reinforcements arrive if conflict breaks out. There is very little in the way of intrigue in the keep and the whole description of the thing is over in 4 pages. If this becomes the focus of the adventure, it's again on the strength of the DM to improvise and quite frankly, from the way Gygax wrote the section it appears his intent in play is that if the PCs are so stupid as to commit a crime in the Keep then the DM should quickly squash them. The fact that they probably could do so makes any tension about the Caves of Chaos rather unimportant, since again, it's a total mismatch of forces.

The Keep, the Caves, and their environments constitute a classic 'small world' - which the text actually admits. A small world is a cleverly designed sort of railroad in which you present the world as being open, but in fact the world contains only 1 or a few things of interest, and the thing you are intended to do is brightly labeled with big neon signs saying, "Treasure this way." If a Small World is designed well enough, the players never realize that they are in one or question it. If you give a small world to a novice DM, they'll be perfectly fine so long as the players follow the brightly outlined road, but the small world will be of no help explaining what else is there to do. For example, there is a Guild House for passing merchants and detailed accounting of the taxes that they pay... but no examples of travelling merchants, and no explanation of where they are coming from and going, and no way of finding any of these things out. They don't actually exist in the small world. This is it. You have the Caves of Chaos. Hang out in the small world until you get bored and do what you are supposed to do. Why do it? Because its the only thing to do, that's why.

The text actually is smart enough to know this is true about itself, which is why it tells the novice DM, "In fact, before they have finished all the adventure areas of this module, it is likely you will have to add your own separate maps to the setting... You must build the towns and terrain which surround it. You must shape the societies, create the kingdoms, and populate the countryside with men and monsters." Basically Gygax is saying, "Guess what. Get started, but you need to put in hours of work on your own before this is really going to work well." When I first encountered this module as a kid, I had no ability to do that well. The text tells the would be DM to first draw floor plans for all the buildings in the Keep! I hadn't a clue how to do that much less create a network of villages and other encounter around the Keep, and so forth. Yet, I wonder, just whether other DMs figured that out as quickly and competently as Gygax was assuming. I get the impression Gygax's notion that the DM will rapidly grow the setting and the caves and environs and flesh out everything isn't necessarily the usual way that KotB is run. I think modern adventure designers have realized that the general competence that Gygax was assuming just doesn't exist, or certainly doesn't exist without far greater cultivation than the early modules were providing.

As for Adamantium Walls, one of the purposes of a dungeon setting is to constrain choice down to a small set of easily resolved propositions in answer to questions that the DM poses explicitly or implicitly. "Do you go left or right?", for example. But whether you go left or right is not a meaningful choice. Sure, the choice may have a different outcome and different events may proceed from that, but its in general not an informed choice. It's more or less a random walk. In a dungeon, you have to go left or right though. The walls are solid. You don't have a choice but to pick from the a few choices available to you, which lets you right nice tight little modules where you can provide all the possible answers to a novice DM - or at least, near enough. But B2 actually has an even stronger example of the Adamantium Walls technique. The module advices: "If the party attempts to move off the map, have a sign, a wandering stranger, a friendly talking magpie, or some other "helper" tell them that they are moving in the wrong direction." This isn't empty advice. I had to do exactly that. But I had absolutely no idea what to do then if the players had wanted to ignore the friendly helper. I had a friend tell me that the first time he'd been run on the module, the DM had actually caused them to bump into a force field at the map edge because he was afraid of what would happen if they left the map. A true Small World indeed!

These techniques give the illusion of a sandbox, but they aren't one. Gygax actually knew that, he just didn't have the space in the text to show you what you needed to do to have one. But one thing he does that I think is a mistake is to give no one in the text a name despite the small amount of text that would have taken compared with or instead of giving titles. This is a huge oversight in my opinion, however well intentioned it may have been. The problem with given nothing a name is that a name tells the novice player that the thing is a actually a person. Anything that isn't named is faceless and mere statistics. Gygax I think assumes that DMs will be able to invent any number of names as suits them on the spot, and probably assumed any DM preparing to run the module would just go ahead and invent a name for all the major NPCs before hand. I general, I doubt either is true - the sheer number of name generators out there and my own experience indicates that naming NPCs is as hard as it important. I'm barely able to manage now after doing this for 30 years.

In short, running KotB "right" - even up to the standards Gygax envisioned - requires a massive amount of creativity and work right out of the package. But to run it up to my standards where the setting actually makes some sense when you think about it and offers truly fun and varied gameplay and approaches, requires not only that but massive rethinking of the scenario. That's why I said that it would be harder IMO to run than either ToEE or I6: Ravenloft.
 

Joe Sumfin

First Post
I submit that that is what most players want -- not everyone expects a Lord of the Rings-quality epic from their games.


Me personally? I actually find the plot of LotR boring. What I want out of my game is a DM with true imagination that is twisted and doesn't fear involving other planes. I'm a fan of Planescape and I love the exploration and micromanagement of running a thieves guild or some such while dealing with things. I want to play in a game where perception checks and diplomancy checks aren't used. I don't really get a chance to get into my character because I rolled a 18 on diplomancy or I auto-detect something with perception even though my guy really wouldn't have been looking at that pebble in the base of the wall.

I just want a well thought out story that I feel I am involved in rather than listening to and going through the motions, you know? Thats why I want to try to DM because I want to try and run something that I'd want to play but taking someone elses game and set pieces and learning it all and adjusting is intensive with my slow reading bad memory self. =P

Thats my two cents.
 

Celebrim

Legend
I'll be honest that I am really drawn to Castle Ravenloft because I like the story and potential to play with it but as it reads you guys are right.

I'd say run Castle Ravenloft. It plays very well as a dungeon crawl because its literally the best designed map in the history of the hobby. You won't be able to go too far wrong with it even as a novice. There is plenty of atmosphere, mystery, puzzles, and so forth. Just don't be too surprised if novices end up all dead.

I could probably give you a list of about 20 changes to make in it to improve the game and story for novices if you are serious about running it. Some people have already made some of them.

For example, I fully agree that the Crypt level is redundant, not compelling enough, and grinds the story to a halt when the players finally breach it. It breaks the rule in story telling that you should have rising action leading up to a climax. The crypt is like you are getting to a climax and then you have this meandering 4 chapter sequence of minor events unrelated to the main story that don't even tie up plot threads. I don't believe the Crypt should be eliminated because the teleport puzzle is cool and perfectly in keeping with the spirit of the rest of the dungeon, but the crypt could be about 1/4 of its size and it would still seem quite large to the players

The Crypt is a good example though of how the design of I6 isn't fully departed from what was then 'old school' but a somewhat imperfect mix. There are still many elements of the design that are 'tournament style' and these end up being in conflict with its designs on being a story generator. Fortunately, the tournament style elements that makes I6 in my opinion more of a meat grinder than even the infamous Tomb of Horrors are easily removed. Keep them in only if your running I6 for several groups and want to score which does the best. The ones that immediately come to mind are the Green Slime over the castle gates, the Gargoyles in the entry chamber, the larger portion of the Crypt (particular because the PCs have no real ability to make meaningful choices among the many, some clues elsewhere in the castle would be in order), and arguably the walls that are thrown up that prevent the PC's from leaving Bavaria (though those might be left in for the sake of atmosphere, though its worth noting I've never had a player encounter them in game).

My strongest advice would be to add a level to what you think should be the level of every character in the adventure. As written for the indicated levels, the module is beyond brutal. I personally feel that played straight, any DM with a little experience can easily defeat a party of the indicated levels every single time. In fact, I generally find that at some point Strahd is just toying with the PCs. With novices, you might also want to replace Strahds lethal energy drain ability with a less lethal blood drain ability.

Anyway, so your instincts are good. Run Castle Ravenloft and for now stop paying so much attention to the grognards arguing finer points of GMing anything else.

More tips if you want them.
 

I'd say run Castle Ravenloft. It plays very well as a dungeon crawl because its literally the best designed map in the history of the hobby. You won't be able to go too far wrong with it even as a novice. There is plenty of atmosphere, mystery, puzzles, and so forth. Just don't be too surprised if novices end up all dead.

I'll echo this -- Ravenloft is fantastic. But it can be brutal. I was once part of a party (1E) that had a TPK before we got to town. As in, not even out of the introduction.

The Expedition version is a bit more streamlined, but I prefer the original because it opens more options. The DM can use Strahd pretty effectively to pace the adventure and avoid grind.
 

I too am itching for a little old school sandboxes. Or at least, the sense of exploration that old school had. The 'there's a cave, so let's go look inside' sense of going into places for the sake of seeing what's there, opening all the doors and experimenting with chambers with funny things in them to see what happens. Not that my bread and butter aren't stories, but I never really got to do the "exploration" style.

In that case I'd appreciate your opinion of this adventure: The Desolation of Oakhurst.

It's not a pure exploratory sandbox in the sense that Isle of Dread is (one of the best examples of that genre, I think). It's intended to have a plot to drive the adventure, but allow for a wide range of approaches by the PCs that can lead to success. Stylistically it is aimed at a hybrid between an old-school sandbox and a purely plot-driven adventure.
 

Rechan

Adventurer
In that case I'd appreciate your opinion of this adventure: The Desolation of Oakhurst.

It's not a pure exploratory sandbox in the sense that Isle of Dread is (one of the best examples of that genre, I think). It's intended to have a plot to drive the adventure, but allow for a wide range of approaches by the PCs that can lead to success. Stylistically it is aimed at a hybrid between an old-school sandbox and a purely plot-driven adventure.

I'll take a look but I am not the best person to ask on that. :) I'm just in the mood to design some interesting chambers and see people react. Also I know nothing about Mages and Monsters.

But I DO see that you are quite attached to Oakhurst. ;)
 

Celebrim

Legend
[MENTION=4937]Celebrim[/MENTION]I'll try my hand at creating interesting answers to those questions about Keep on the Borderland...

Cool.

The lord's daughter has been kidnapped by a foul beast cult. One of the PCs is her brother.

Ok, so good start. Now, keep going. Why did they kidnap the Lord's daughter, and the Lord of what? If it is the castellan's daughter we have a problem, as the Keep doesn't really have provisions for a family... so we have to explain how the daughter got there and how they accomplished the kidnapping. Oh, and if one of the PC's is her brother, are you willing to accept that he's a minor member of the nobility and all that comes with that? I'd recommend it, but some DMs don't like to go there. Also, if it is a foul beast cult, we need to do some redecorating of the temple area - which doesn't have a lot of mention of beasts, beast decorations, beasts, or ways to sacrifice things to beast. It might also be good to repurpose the minotaur, which now might actually be the local leader of this cult.

Maybe now they don't pose a threat, but they're *mustering* and in a month or two who knows how many monsters will be there or what sort of chief will rise.

Ok, so good. But if they are mustering we have to meaningfully convey this fact to the PCs by providing them with signs of the muster and indications of it. Otherwise, what's the point? If we do provide signs and indications of the muster though, then that puts an edge on things. The PCs first know that they are on a time limit, but perhaps even more importantly they know that they are doing meaningful work preempting a disaster. Perhaps we need to provide documentary evidence of the mustering in the dungeons somewhere so that the PCs can take it back to present to the castellan - who then might become more friendly. In fact, we might work this as a trope. Have the castellan be a hard but honest man who initially doesn't like the players and acts as a foil, discouraging their efforts and claiming that they are simply going to 'rile up the native tribes and create trouble for travellers', and only after they have proven themselves does he change his mind, assist, and honor them (with perhaps a fete in their honor).

The traitorous evil cleric in the Keep is their "inside man." The monsters don't want to overthrow the Keep...at least not yet...they need human sacrifices to appease their dark masters. For now, kidnapping small groups of humans (with the evil cleric's help) is the way to go. Once their dark master responds - sending more terrible reinforcements - then they'll go after the Keep.

This is largely in the text, but having the "inside man" having the specific motivation to acquire sacrifices gives him some drama that isn't otherwise there and let's us drag out the scope of the false priest plot line. After a few days we can introduce the fact that NPC's are disappearing from the Keep at intervals - one of the scribes or one of the blacksmith's assistants - and a murder mini-mystery set around this, or we can alter the behavior of the priest if he is with the party toward capturing PC's - which might lead to goal oriented missions.

Clearly they're being forced to work together by their dark master!

Bzzzzt. There is little no indication in the text of any group capable of enforcing the dark master's wishes. The priests seem to keep to themselves, and they don't have any enforcers beyond the undead that guard the temple. What we need to add to the keep is a new faction - the Bandits and Overseers - who serve the priests and whose job it is to keep the tribes in line. A branch of the bandits is seen in the raiding party lying near the Keep, but we can give them complexes within the caves. The Bandits can differ from the other tribes by having their complexes scattered about the caves so as to keep a watch on everything. One area in particular I'd like to expand on as being the province of the Bandits is an Arena, where the champions of the various tribes compete against one another, honing their skills in fierce and often lethal sort of training (and as an act of worship/sacrifice to your proposed Beast Cult). Presumably slaves can also be fed to 'tamed' monsters in the Arena. The 'Torturer' is a good example of what the leaders of this new faction would be like. We could add to that an overseer, a paymaster, an arena master, an engineer (who is constructing siege weapons, something the goblins/hobgoblins are supposed to be working on), and so forth as (named!) leaders of the bandit bandit faction. I'd also probably use the overseers as a slight means of directing the party away from potential disaster - like attempting the priests, minotaur, or bugbears too early. Freedom might sound fun, but those aren't real choices for a 1st level part and to offer them without any clues or warnings as to what you are getting into is a bad idea. For example, a wall with a gate built halfway across the valley might encourage the PC's to try to bypass it in the caves to either hand.

Speaking of payday, one addition I'd probably add to this is that the evil cult is trying to dig something up - perhaps from an earlier temple that is long buried, perhaps a buried outsider that they believe will aid their forces, or perhaps just a sizable treasure or magic item (horn of blasting?) they know is hidden and will give them an edge that they need in the coming battle.

It's the kingdom of a chaotic fighter who retired to become an avenger (going off BD&D rules), with monsters now enslaved to serve in his militias. He may or may not be the dark master behind the monsters in the Caves of Chaos.

Then the bandits and the raiding party could actually be his troops, and his connection to events might be something else that the PC's can establish which will move the larger world around them and lead to further adventures.

And remember, in addition to all of this work we've just set for ourselves, we still need to do the work the module says we have to do - drawing floor plans for the keep, detailing the villages near the keep, creating additional wilderness encounters, perhaps fleshing out the Caves of the Unknown in an interesting manner, and so on and so forth. Before we get ready to run this, I'd guess we are 40-50 hours into prep.
 
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