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Is The Keep on the Borderlands a well-designed adventure module?

Is The Keep on the Borderlands a well-designed adventure module?

  • Yes

    Votes: 95 72.5%
  • No

    Votes: 20 15.3%
  • Other

    Votes: 16 12.2%

Quasqueton - as this the "General RPG" section, any plans on starting design (or experience) columns on adventures that aren't D&D? I only ask as I'd love to slate the Shadowrun adventures
I have no intention of polling any non-D&D adventures.

Quasqueton
 

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Ashrem Bayle said:
It inspired this:
97180.jpg

'nuff said.

Who the heck drew that. That is amazing.
 

Hussar said:
It's not a flaw, it's a feature? :p

Heh. Kidding aside, I'm sorry, but I don't agree. Entirely random elements are not a great way of introducing important characters. Sure, there is a chance that the evil priest will be in the tavern. 10%. But, there is a much greater chance (90%) that he won't be. In other words, a major source for an interesting line in the module is relagated to a single die roll.

I'd say that when he wrote the module, Gygax probably didn't think of the evil priest as a major source for an interesting line. He probably thought of it as a throwaway, a minor option that might crop up, but that wouldn't be missed in the adventure if it didn't. The main point of the adventure was the Caves, and the monsters living there, not a single evil priest in the Keep. Think of it this way - is there anything significant lost if the party never meets the evil priest?
 


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