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General Tabletop Discussion
*TTRPGs General
Is Slave Pits of the Undercity a well-designed adventure module?
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<blockquote data-quote="T. Foster" data-source="post: 2969860" data-attributes="member: 16574"><p>As a linear tournament-style dungeon it's a classic -- full of memorable set-piece combats and challenging obstacles/puzzles, perfectly paced to be played through in 2 4-hour sessions (one for the upper level, one for the lower level). We played it in this manner (I even used a stop-watch to time the session) back in the 80s and had a great time -- stripping out all the extraneous campaign concerns and focusing solely on "beating" the dungeon in the shortest time possible made for a great change of pace (and I was suprised at how well my players were able to deal with the verious tactical and logistical challenges when they really focused on it).</p><p></p><p>As a non-linear campaign module it's considerably more problematic. The premise is good -- a mystery/investigation-style scenario wherein the players track the slavers back to Highport, uncover the location of their hideout, and raid it, but the module only provides the "final scene" and all the rest must be created by the individual DM. Plus the non-linear "campaign" sections of the dungeon don't meld well with the linear "tournament" sections -- much of the latter seems either too arbitrary or too scripted when viewed from the perspective of the former. For campaign play I'd rather have seen this module devote more attention to the investigation before the finale and then cut out a lot of the arbitrary tournament-style challenges and given us more detail on, for instance, the organization of the slavers and what they do when they're not waiting around to ambush a bunch of pesky PCs.</p><p></p><p>To use the module as a recreation of the original tournament run it's great. To use it in campaign play it needs a <em>lot</em> of addition and reworking from the DM. So I voted "Other."</p></blockquote><p></p>
[QUOTE="T. Foster, post: 2969860, member: 16574"] As a linear tournament-style dungeon it's a classic -- full of memorable set-piece combats and challenging obstacles/puzzles, perfectly paced to be played through in 2 4-hour sessions (one for the upper level, one for the lower level). We played it in this manner (I even used a stop-watch to time the session) back in the 80s and had a great time -- stripping out all the extraneous campaign concerns and focusing solely on "beating" the dungeon in the shortest time possible made for a great change of pace (and I was suprised at how well my players were able to deal with the verious tactical and logistical challenges when they really focused on it). As a non-linear campaign module it's considerably more problematic. The premise is good -- a mystery/investigation-style scenario wherein the players track the slavers back to Highport, uncover the location of their hideout, and raid it, but the module only provides the "final scene" and all the rest must be created by the individual DM. Plus the non-linear "campaign" sections of the dungeon don't meld well with the linear "tournament" sections -- much of the latter seems either too arbitrary or too scripted when viewed from the perspective of the former. For campaign play I'd rather have seen this module devote more attention to the investigation before the finale and then cut out a lot of the arbitrary tournament-style challenges and given us more detail on, for instance, the organization of the slavers and what they do when they're not waiting around to ambush a bunch of pesky PCs. To use the module as a recreation of the original tournament run it's great. To use it in campaign play it needs a [i]lot[/i] of addition and reworking from the DM. So I voted "Other." [/QUOTE]
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Is Slave Pits of the Undercity a well-designed adventure module?
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