Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Great Adventures: Concept and Execution
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Freakohollik" data-source="post: 5022933" data-attributes="member: 43938"><p>Guess I'll keep it going.</p><p></p><p><strong>I1: Dwellers of the Forbidden City:</strong> Great Concept, great execution.</p><p>One of my all time favorites. Cool concept, exciting encounters, and lots of room to add your own stuff. At the end it even gives you some awesome ideas on how to expand the adventure. Oh and thats all in 23 pages plus a few more for maps and new monsters. I don't know if there is any other adventure that has this much awesome content in so few pages.</p><p></p><p><strong>Return to the Tomb of Horrors:</strong> Great Concept, poor execution.</p><p>The idea of going back to the tomb and into its even deadlier areas is a winner. Moil is a great idea, and the fortress of conclusion is supposed to be like the original tomb, but even deadlier. All that said, this adventure is around 250 pages, and there is a lot of crap. It takes a long time to get back to the tomb. You need to fight some giants (why?), travel across a swamp (not bad), and infiltrate a necromancer city (decent) just to get to the tomb. Moil has some cool stuff there, but is too long. The fortress just doesn't hold up at all to the original tomb.</p><p></p><p><strong>Doomgrinder:</strong> Great Concept, poor execution.</p><p>An ancient moving fortress rises from the earth and starts charging towards the City of Greyhawk. Awesome. It reminds me of the Technodrome from Teenage Mutant Ninja Turtles. The rest of the adventure goes on to detail how you should warn everyone in it's path. Then when it's time to actually get inside the fortress and take it down, the adventure just gives you some rules for randomly generating rooms and layouts. Completely devoid of any originality or excitement. I'm going to consider this the pinnacle of great concept, poor execution until someone one-ups me here.</p><p></p><p></p><p></p><p></p><p>I don't know about great execution on this one. It contains a first person maze. It suggests running it as "Do you go left, right or forward?". Please spare me. Did you just rip that part out entirely?</p></blockquote><p></p>
[QUOTE="Freakohollik, post: 5022933, member: 43938"] Guess I'll keep it going. [b]I1: Dwellers of the Forbidden City:[/b] Great Concept, great execution. One of my all time favorites. Cool concept, exciting encounters, and lots of room to add your own stuff. At the end it even gives you some awesome ideas on how to expand the adventure. Oh and thats all in 23 pages plus a few more for maps and new monsters. I don't know if there is any other adventure that has this much awesome content in so few pages. [b]Return to the Tomb of Horrors:[/b] Great Concept, poor execution. The idea of going back to the tomb and into its even deadlier areas is a winner. Moil is a great idea, and the fortress of conclusion is supposed to be like the original tomb, but even deadlier. All that said, this adventure is around 250 pages, and there is a lot of crap. It takes a long time to get back to the tomb. You need to fight some giants (why?), travel across a swamp (not bad), and infiltrate a necromancer city (decent) just to get to the tomb. Moil has some cool stuff there, but is too long. The fortress just doesn't hold up at all to the original tomb. [b]Doomgrinder:[/b] Great Concept, poor execution. An ancient moving fortress rises from the earth and starts charging towards the City of Greyhawk. Awesome. It reminds me of the Technodrome from Teenage Mutant Ninja Turtles. The rest of the adventure goes on to detail how you should warn everyone in it's path. Then when it's time to actually get inside the fortress and take it down, the adventure just gives you some rules for randomly generating rooms and layouts. Completely devoid of any originality or excitement. I'm going to consider this the pinnacle of great concept, poor execution until someone one-ups me here. I don't know about great execution on this one. It contains a first person maze. It suggests running it as "Do you go left, right or forward?". Please spare me. Did you just rip that part out entirely? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Great Adventures: Concept and Execution
Top