Erik Mona said:As far as these old adventures are concerned, in my experience there are two kinds of players, and they break down roughly by when the players learned how to play D&D. The groggiest of the grognards know when to retreat. They know to be careful because the traps and monsters are not always 100% appropriate for the level of the characters in question. Sometimes, they remember, Lareth the Beautiful has a staff of striking, so if everyone's wounded it's best to retreat, regroup, and come back later.
The other style of player (and I realize I'm oversimplifying this considerably) is more likely to assume that the challenges are more or less perfectly balanced for their character, and that the dungeon essentially exists to be defeated, and to be defeated rather handily and easily. These guys are more likely to press forward even when everyone is approaching 0 hit points, because they want to "finish" in one go.
Endur said:As a gm, you have a power called discretion. You can focus the adventure where you want. If the party enters several rooms with boring gnolls and cool murals, you can say, "After slaying several rooms full of gnolls, the party begins to realize that the murals on the walls are very cool...."And then go deep into background discussion.
trollwad said:I think mearls is right only if your players play a bunch of videogames. Most people that Ive played with over the past twenty odd years who cut their teeth on old gygax or were totally new but didnt play videogames were good players in the sense of surviving and employing multiple tactics, parleys, negotiations, checking background, etc. Video game players simply do not ever do this without extensive dm coaching. gygax himself has opined that many modern players today tend to die like mayflies in his dungeons because they are simply too one tracked to ever run away. My own experience with modern videogame type players is similar -- one 17 year old gamer addict that we played with lost more characters in a month than I have in 27 years of playing.
Personal opinion, the first level of maure castle is really good and evocative, the lower levels are ok, the statuary level is also pretty good. Banewarrens is one of the worst, least imaginative dungeons Ive ever seen (ok its better than 'Puppets', 'Gargoyles', the first Dragonlance modules, the final Ravenloft modules and the two counterfeit Castle Greyhawks) -- with Banewarrens as a precursor, I shudder to think how bad, how overwritten, how 'balanced', how modern and politically correct Ptolus will be.
..did win an Ennie and evidently it sold very well so the detractors arent that representative.
Erik Mona said:As far as these old adventures are concerned, in my experience there are two kinds of players, and they break down roughly by when the players learned how to play D&D. The groggiest of the grognards know when to retreat. They know to be careful because the traps and monsters are not always 100% appropriate for the level of the characters in question. Sometimes, they remember, Lareth the Beautiful has a staff of striking, so if everyone's wounded it's best to retreat, regroup, and come back later.
The other style of player (and I realize I'm oversimplifying this considerably) is more likely to assume that the challenges are more or less perfectly balanced for their character, and that the dungeon essentially exists to be defeated, and to be defeated rather handily and easily. These guys are more likely to press forward even when everyone is approaching 0 hit points, because they want to "finish" in one go.
"Maure Castle" is not a great adventure for the latter type of player. It is very definitely in the classic style, and it is ideal when it is entered and exited several times during the course of play.
mearls said:When I ran RttToEE, I was disappointed that my players never tried diplomacy or stealth. I hoped/expected that they'd work to turn the temples against each other, or pose as minions of the Elder Elemental Eye, and so on, but they never did. Reading your comment, it strikes me that the adventure I read, and the one the players saw, were two different things. The players never really figured out that the temple was divided. They weren't aware of the possibilities.
Note that when Kuntz ran this adventure for Gygax, EGG's PCs entered the area and engaged the golem. In fact, Mordenkainen was petrified, and Bigby had to teleport out to bring back friends. So, the quintessential "experienced old-style dungeon crawlers" of their day didn't do what you say such folk would do.Grimstaff said:One very telling sign with regards to experienced old-style dungeon crawlers and players who cut their teeth post-dragonlance was their reaction to the Golem on level 1. My old-timers were perfectly happy to just avoid the thing altogether, while the 2e fellows ran right up to it for some toe-to-toe. Needless to say, the golem took an immediate player kill, and pursued the two remaining "valients" into the secret tunnel to the north, where it spewed firey breath across their now-cowardly backsides. Both dropped, and were only narrowly healed in time by the other guys, who got a good chuckle out of it. THat was a valuable lesson to them that the Big Bad Guy isnt always in the last room of the last level. In fact, they were terrified for quite a while by what they would run into next, reasoning that everything else would be tougher! Of course, it wasn't long before they ran into the Symbol of Death on the next level, but that's another story...