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B2: Keep on the Borderlands
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<blockquote data-quote="Jorunkun" data-source="post: 5447143" data-attributes="member: 57929"><p>As others have remarked, B2 has great potential for its open base-and-expedition structure. As a player, I enjoyed the role-playing in the castle (the evil priests, getting into the inner keep etc) much more than the actual dungeon-crawls. What bothered me even at the time (we were 15 or 16 the first time I played this) was how close together all the cave entries are, and how it is strange that all these different humanoids are so close together. Mike Mearls once wrote a very funny review of B2 for rpg.net expanding on this point. If I were to run B2 today, I think I would put more distance between the individual caves, remove some of the more incredible encounters (like the cleric lost in the maze ...) and probably put more site-based or random encounters into the wilderness. I would also try to interconnect NPCs at the Keep and encounters outside of it more.</p></blockquote><p></p>
[QUOTE="Jorunkun, post: 5447143, member: 57929"] As others have remarked, B2 has great potential for its open base-and-expedition structure. As a player, I enjoyed the role-playing in the castle (the evil priests, getting into the inner keep etc) much more than the actual dungeon-crawls. What bothered me even at the time (we were 15 or 16 the first time I played this) was how close together all the cave entries are, and how it is strange that all these different humanoids are so close together. Mike Mearls once wrote a very funny review of B2 for rpg.net expanding on this point. If I were to run B2 today, I think I would put more distance between the individual caves, remove some of the more incredible encounters (like the cleric lost in the maze ...) and probably put more site-based or random encounters into the wilderness. I would also try to interconnect NPCs at the Keep and encounters outside of it more. [/QUOTE]
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B2: Keep on the Borderlands
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