Celebrim
Legend
TerraDave said:A favorite example of mine is T1 The Village of Hommlet. You could skim through that and have no real idea what it was really about, or how much there was to it. I could imagine some DMs in the middle of it suddenly realizing "all these seemingly random NPCs are really part of the adventure!". Saddly, I am afraid some groups ran in it without ever really figuring this out.
Alot of 1st edition modules are like that. In the interests of space, things which we would consider highly critical details are often left out completely. For example, most 1st edition modules either leave the hook and intro completely up to the DM, or else use such a bare bones script that an unadorned reading of it comes off really silly. Most 1st edition modules begin with something of a railroad introduction. The assumption is that either the module is being ran as a quick one off, in which case, "why bother with an introduction? Get to the good stuff", or else the DM is going to take rather elaborate pains to get his campaign from whatever point it is at currently to the starting point of the module seemlessly. And that, frankly, is alot of work and not something the designer can really help the DM with.
It's not unusual in 1st edition to get nothing on an NPC but the stats, completely leaving things like appearance, motivations, and thier role in the story out.
I was very fortunate to have a very good DM run me on 'X1: Isle of Dread' early on in my career. Talk about an eye-opener. Most everything we did was in some fashion 'in' the module, except really, it wasn't. That taught me how these adventures were supposed to be read, and thereafter ran.