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<blockquote data-quote="rounser" data-source="post: 985182" data-attributes="member: 1106"><p>Keep on the Borderlands is a <em>lot</em> overrated due to it being many folks' first module, IMO, and so I feel a responsibility to warn against it in order to keep some perspective...</p><p></p><p>Things it has going for it:</p><p>1) Cool font and layout. Cool bolding of keywords.</p><p>2) Simple and elegant - just a detailed base and a dungeon.</p><p>3) Generic in feel due to details such as no-one having a name and vague allusions to "The Realm" and such, and resultingly has a vibe of unlimited potential for the rest of the campaign.</p><p>4) Evocative artwork. Check out the back cover...woo.</p><p>5) Adaptable to almost anywhere in any D&D world, and probably launched countless homebrews.</p><p>6) The mad hermit is kind of cool.</p><p>7) The blue map of the Caves of Chaos is kind of cool.</p><p></p><p>Things it has going against it:</p><p>1) Dungeon is an uninspired, repetitive, dull, hack and slash affair with almost no variety.</p><p>2) No-one has a name, background, or personality to speak of (which could be considered a plus if you like improvising, but anyway). The setting and NPCs of this module have all the flavour of cardboard (which, again, could be considered a bonus when viewed in a certain light), which can result in boredom when in the wrong hands.</p><p></p><p>In the same ballpark, I think that <em>Return to the Keep on the Borderlands</em> is a far superior module to actually <em>play</em> out of the box, so to speak (if you iron out some of the wrinkles, such as a couple of the too-tough encounters), whereas the original module is superior for lifting the keep from and making it your own, or simply using as inspiration material. I wouldn't want to inflict that dungeon on players though; it's just kind of boring, and only lives up to the hype when viewed through glasses opaque with nostalgia.</p><p></p><p><em>The Secret of Bone Hill</em> is a lot more interesting as a campaign launchpad, although it's not half as generic as the ubiquitous Keep is. Sometimes this is a Good Thing. I'd also echo the recommendations of Ravenloft and White Plume Mountain - they're simply a lot of fun to play, and not yawnfully dull or unplayably deadly like some modules usually deemed classic are.</p></blockquote><p></p>
[QUOTE="rounser, post: 985182, member: 1106"] Keep on the Borderlands is a [i]lot[/i] overrated due to it being many folks' first module, IMO, and so I feel a responsibility to warn against it in order to keep some perspective... Things it has going for it: 1) Cool font and layout. Cool bolding of keywords. 2) Simple and elegant - just a detailed base and a dungeon. 3) Generic in feel due to details such as no-one having a name and vague allusions to "The Realm" and such, and resultingly has a vibe of unlimited potential for the rest of the campaign. 4) Evocative artwork. Check out the back cover...woo. 5) Adaptable to almost anywhere in any D&D world, and probably launched countless homebrews. 6) The mad hermit is kind of cool. 7) The blue map of the Caves of Chaos is kind of cool. Things it has going against it: 1) Dungeon is an uninspired, repetitive, dull, hack and slash affair with almost no variety. 2) No-one has a name, background, or personality to speak of (which could be considered a plus if you like improvising, but anyway). The setting and NPCs of this module have all the flavour of cardboard (which, again, could be considered a bonus when viewed in a certain light), which can result in boredom when in the wrong hands. In the same ballpark, I think that [i]Return to the Keep on the Borderlands[/i] is a far superior module to actually [i]play[/i] out of the box, so to speak (if you iron out some of the wrinkles, such as a couple of the too-tough encounters), whereas the original module is superior for lifting the keep from and making it your own, or simply using as inspiration material. I wouldn't want to inflict that dungeon on players though; it's just kind of boring, and only lives up to the hype when viewed through glasses opaque with nostalgia. [i]The Secret of Bone Hill[/i] is a lot more interesting as a campaign launchpad, although it's not half as generic as the ubiquitous Keep is. Sometimes this is a Good Thing. I'd also echo the recommendations of Ravenloft and White Plume Mountain - they're simply a lot of fun to play, and not yawnfully dull or unplayably deadly like some modules usually deemed classic are. [/QUOTE]
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