This shows me just how different various gamers' experiences were. Looking back over the Keep on the Borderlands, I am amazed at just how much material that little module contained. At age 10, I was solely unappreciative of the amount of good DMing info contained in that thing - I played it as a straight up dungeon crawl, monsters in each room, etc. Later in life, re-reading it, I realized what all it contained:
- A comperhensive home base for the PC's to stage their expeditions taming the wilds, complete with fleshed out NPC's with goals and alliances
- A rather large area to wander in, to have adventures in, or for a DM to introduce new elements into, such as bandit camps, new threats such as lizard men, and a a "cave of the unknown" to try my hand at
- A whole page of DM'ing advice at the start, arranging for a caller, dispelling adversarial DM/PC relations, and advice on roleplay
- It taught me the importance and value of rumors and involvement in the campaign worldm particularly in the Keep and the human inhabitants of the caves;
- Reward that was non-monetary in nature
- It taught me about dynamic alliances between inhabitants in a community, even a community of monsters
- It taught me that monsters should and do react to player losses as well as player victories; it even introduced the concept of replacing or tallying losses in an NPC stronghold depending on how the game went
- Finally, for a ten year old who had never heard the words "castellan", "caraffe", "portcullis", etc. it expanded my vocabulary with an index for these terms.
One heck of a feat for a slim 16-page adventure with two maps!