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Help me run a campaign for a bunch of 12 year olds.
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<blockquote data-quote="ExploderWizard" data-source="post: 6284595" data-attributes="member: 66434"><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite5" alt=":confused:" title="Confused :confused:" loading="lazy" data-shortname=":confused:" /></p><p></p><p></p><p>I didn't have any problems with KOTB even at 11 years old. If you read the Moldvay B/X rulebook before reading the module (recommended) then it makes sense. </p><p></p><p>The Keep is civilization. The caves are inhabited by monsters who are hostile to civilization. Those monsters have treasure. Adventurers venture into dangerous places such as the caves in search of treasure. The bulk of adventuring XP comes from finding treasure. Onward!!!! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p></p><p>As I remember both B1 and B2 were special instructional modules. This meant that they were designed more as adventure module "kits" aimed at getting fledgling DMs involved in the scenario/milieu creation process than as finished and polished detailed scenarios. If the point of the product is to teach DMs how to do for themselves, fleshing everything out ahead of time sort of defeats the purpose. </p><p></p><p>B1 was especially fun because you got to stock the rooms with monsters & treasures. The unique room contents were already detailed (such as the cool room of pools) but YOU got do decide what monsters were where, what treasure they were guarding, and come up with a coherent theme for the dungeon such as the OP has done, turning it into a heavily trapped kobold lair. </p><p></p><p>There is certainly a difference in expectations between what folks expect from adventure support products now compared to 30+ years ago. I personally treasure the sparseness of the content. It really helped me to find my own well of creativity. Too much over-produced product is spoon fed to gamers nowadays turning them into consumers instead of hobbyist gamers. It works fine for video games but it is the enemy of originality and creative thought in the tabletop medium.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6284595, member: 66434"] :confused: I didn't have any problems with KOTB even at 11 years old. If you read the Moldvay B/X rulebook before reading the module (recommended) then it makes sense. The Keep is civilization. The caves are inhabited by monsters who are hostile to civilization. Those monsters have treasure. Adventurers venture into dangerous places such as the caves in search of treasure. The bulk of adventuring XP comes from finding treasure. Onward!!!! :D As I remember both B1 and B2 were special instructional modules. This meant that they were designed more as adventure module "kits" aimed at getting fledgling DMs involved in the scenario/milieu creation process than as finished and polished detailed scenarios. If the point of the product is to teach DMs how to do for themselves, fleshing everything out ahead of time sort of defeats the purpose. B1 was especially fun because you got to stock the rooms with monsters & treasures. The unique room contents were already detailed (such as the cool room of pools) but YOU got do decide what monsters were where, what treasure they were guarding, and come up with a coherent theme for the dungeon such as the OP has done, turning it into a heavily trapped kobold lair. There is certainly a difference in expectations between what folks expect from adventure support products now compared to 30+ years ago. I personally treasure the sparseness of the content. It really helped me to find my own well of creativity. Too much over-produced product is spoon fed to gamers nowadays turning them into consumers instead of hobbyist gamers. It works fine for video games but it is the enemy of originality and creative thought in the tabletop medium. [/QUOTE]
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