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<blockquote data-quote="Staffan" data-source="post: 9446179" data-attributes="member: 907"><p>Also, the original Keep is still up on dndclassics, I believe. A straight conversion to 5e could likely be done on the fly – oh look, a room with five goblins in it, whatever shall I convert that to in 5e? So just translating it over to 5e would be a waste of effort. If I can do it on the fly while playing, there's no reason for me to pay Wizards to do it, is there?</p><p></p><p>And reimagining it allows the adventure to adapt to our evolving sensibilities. Because face it, once you've established that these are a valid image of orcs, you can't really argue that orcs are "nightmare creatures" that are inherently evil and only out to destroy all that is good in the world. And that's a choice that's locked in with the PHB already (and one I fully support).</p><p>[ATTACH=full]378160[/ATTACH]</p><p></p><p>The basic structure of the adventure has some good points, particularly for an introduction to the game. There's a town/keep, which acts as a home base. There's a Dungeon, which is a hostile adventure location that's some distance away from the home base. And then there's the Wilderness which lies in between, and which offers opportunities to explore. That's not inherently bad. But you need some more reason to go and kill the inhabitants of the Caves rather than just "orcs bad".</p></blockquote><p></p>
[QUOTE="Staffan, post: 9446179, member: 907"] Also, the original Keep is still up on dndclassics, I believe. A straight conversion to 5e could likely be done on the fly – oh look, a room with five goblins in it, whatever shall I convert that to in 5e? So just translating it over to 5e would be a waste of effort. If I can do it on the fly while playing, there's no reason for me to pay Wizards to do it, is there? And reimagining it allows the adventure to adapt to our evolving sensibilities. Because face it, once you've established that these are a valid image of orcs, you can't really argue that orcs are "nightmare creatures" that are inherently evil and only out to destroy all that is good in the world. And that's a choice that's locked in with the PHB already (and one I fully support). [ATTACH type="full"]378160[/ATTACH] The basic structure of the adventure has some good points, particularly for an introduction to the game. There's a town/keep, which acts as a home base. There's a Dungeon, which is a hostile adventure location that's some distance away from the home base. And then there's the Wilderness which lies in between, and which offers opportunities to explore. That's not inherently bad. But you need some more reason to go and kill the inhabitants of the Caves rather than just "orcs bad". [/QUOTE]
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