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Great Adventures: Concept and Execution
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<blockquote data-quote="Ariosto" data-source="post: 5025139" data-attributes="member: 80487"><p><strong>D3 Vault of the Drow</strong>: There's just <em>not enough</em> detailed, although it's great stuff; really a sketch of a campaign, there's enough potential for a "super module" at least. Think of it as something like a Judges Guild Wilderlands installment, and maybe it will fare better in retrospect -- but a more fleshed-out version could really have been great. The payoff for putting in the needed work these days would probably be much less because the Drow have been done to death. Back in the early '80s, though, it was a truly wondrous experience!</p><p></p><p>It was sort of odd that when the first TSR modules, the G - D series, were released, one might have expected few players to have characters advanced to such high levels under the new AD&D rules. They are all very challenging of players' skills -- and D3 is a real test of <em>the DM's</em> mastery!</p><p></p><p><strong>I3 Pharaoh</strong>: Pretty good dungeons, <strong>c r e a k y</strong> plot contrivances.</p><p></p><p><strong>I1 Dwellers of the Forbidden City</strong>: All around quite good, with rough edges to polish; IIRC, the Yuan Ti are conspicuously "homeless", though, and one really needs to bring in one's own flavor as the text does not supply much. Like D3, this really shines as a framework on which to build; it's just not as ambitious in scope, and so better suited to the available space for presentation. The main map does a lot of the work of providing inspiration, IME.</p><p></p><p>Those "I" modules bring to mind ...</p><p></p><p><strong>C1 Hidden Shrine of Tamoachan</strong>: Top notch in every department, especially with the ("express railroad") tournament set-up. Make sure that character language barriers do not get in the players' way. The "atmosphere" is rich -- conveyed in part by the booklet of illustrations -- and the <em>atmosphere</em> presents a keen time pressure. Of all the traps, the deadliest may be the temptation to explore everything! A second, less hurried, expedition may be worthwhile to take in all on offer. Depending on your players, campaign use may call for throwing in richer treasures as reward for braving the dangers (plentiful opportunities for sudden death). Like the Tomb of Horrors, this may be best as a one-off (and, like the Tomb, is short on "hack and slay"). With the tournament approach, it may be meet to add more clues as to the way out. It takes a careful reading or two to absorb the material, but it's IMO well worth the time for a DM to be well prepared.</p><p></p><p>Meticulously conceived, gripping and perhaps nerve-wracking when well run.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5025139, member: 80487"] [b]D3 Vault of the Drow[/b]: There's just [i]not enough[/i] detailed, although it's great stuff; really a sketch of a campaign, there's enough potential for a "super module" at least. Think of it as something like a Judges Guild Wilderlands installment, and maybe it will fare better in retrospect -- but a more fleshed-out version could really have been great. The payoff for putting in the needed work these days would probably be much less because the Drow have been done to death. Back in the early '80s, though, it was a truly wondrous experience! It was sort of odd that when the first TSR modules, the G - D series, were released, one might have expected few players to have characters advanced to such high levels under the new AD&D rules. They are all very challenging of players' skills -- and D3 is a real test of [i]the DM's[/i] mastery! [b]I3 Pharaoh[/b]: Pretty good dungeons, [b]c r e a k y[/b] plot contrivances. [b]I1 Dwellers of the Forbidden City[/b]: All around quite good, with rough edges to polish; IIRC, the Yuan Ti are conspicuously "homeless", though, and one really needs to bring in one's own flavor as the text does not supply much. Like D3, this really shines as a framework on which to build; it's just not as ambitious in scope, and so better suited to the available space for presentation. The main map does a lot of the work of providing inspiration, IME. Those "I" modules bring to mind ... [b]C1 Hidden Shrine of Tamoachan[/b]: Top notch in every department, especially with the ("express railroad") tournament set-up. Make sure that character language barriers do not get in the players' way. The "atmosphere" is rich -- conveyed in part by the booklet of illustrations -- and the [i]atmosphere[/i] presents a keen time pressure. Of all the traps, the deadliest may be the temptation to explore everything! A second, less hurried, expedition may be worthwhile to take in all on offer. Depending on your players, campaign use may call for throwing in richer treasures as reward for braving the dangers (plentiful opportunities for sudden death). Like the Tomb of Horrors, this may be best as a one-off (and, like the Tomb, is short on "hack and slay"). With the tournament approach, it may be meet to add more clues as to the way out. It takes a careful reading or two to absorb the material, but it's IMO well worth the time for a DM to be well prepared. Meticulously conceived, gripping and perhaps nerve-wracking when well run. [/QUOTE]
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