mattcolville
Adventurer
I've been running this module for several weeks now. Here's what I've learned.
This is a very Gygaxian dungeon, moreso than anything WotC has put out so far. By that I mean, it's a ton of discreet encounters, each with no rhyme or reason and little (but not "no") thought given to how these bad guys in Room 15 deal with these bad guys in Room 16.
The upshot of this is that if your players are used to the encounters having a larger context, they may find themselves lost at sea here. There's almost never any answer to the question "why are we fighting these guys" other than "they're in the way." That's fine, as long as that's what your players are used to.
This is a very Gygaxian dungeon, moreso than anything WotC has put out so far. By that I mean, it's a ton of discreet encounters, each with no rhyme or reason and little (but not "no") thought given to how these bad guys in Room 15 deal with these bad guys in Room 16.
The upshot of this is that if your players are used to the encounters having a larger context, they may find themselves lost at sea here. There's almost never any answer to the question "why are we fighting these guys" other than "they're in the way." That's fine, as long as that's what your players are used to.