Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Is The Keep on the Borderlands a well-designed adventure module?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Melan" data-source="post: 2944822" data-attributes="member: 1713"><p>I consider <strong>Keep on the Borderlands</strong> to be the best designed introductory module for D&D. It provides a novice DM a base of operations, a simple wilderness section and a beginning dungeon which is compartmental enough not to totally overwhelm a beginning party, yet extensive enough for that feel of accomplishment once the PCs complete it. For this reason, the separate (yet often interconnected) caves approach is not just adequate, it is a brilliant design decision.</p><p></p><p>The skeletal, bare-bones design is a definite strength. There is enough structure and guidance to sustain the play experience and teach one about designing adventures, and there is enough blank space to stimulate the imagination - the cave of the unknown, for example.</p><p></p><p>Regarding ecologies or the lack thereof, B2 and its success (which makes Mearls's old review all the more funny - B2 was bundled with D&D's bestselling edition, and may be the most popular roleplaying adventure ever) is a strong testament to the fact that good D&D is about fantastic adventures and not the kind of inbred culture-ecology-simulation some fans would prefer it to be. There are no ecological details in Keep because this aspect is superfluous in a fun game, and doesn't add to it. What it has instead are memorable encounters: the mad hermit or the shrine of evil chaos aren't explained by backstory or a mini-essay; they are mysterious and tantalizing, letting your imagination fill in the blanks. This is, contrary to game designer wisdom, good game design. Even in a comparatively "bread and butter" adventure like Keep on the Borderlands, the unexplained elements provide an air of mystique that creates sense of wonder and makes the experience a memorable one. If I had to choose one thing modern game designers could learn from B2, this would be it.</p></blockquote><p></p>
[QUOTE="Melan, post: 2944822, member: 1713"] I consider [B]Keep on the Borderlands[/B] to be the best designed introductory module for D&D. It provides a novice DM a base of operations, a simple wilderness section and a beginning dungeon which is compartmental enough not to totally overwhelm a beginning party, yet extensive enough for that feel of accomplishment once the PCs complete it. For this reason, the separate (yet often interconnected) caves approach is not just adequate, it is a brilliant design decision. The skeletal, bare-bones design is a definite strength. There is enough structure and guidance to sustain the play experience and teach one about designing adventures, and there is enough blank space to stimulate the imagination - the cave of the unknown, for example. Regarding ecologies or the lack thereof, B2 and its success (which makes Mearls's old review all the more funny - B2 was bundled with D&D's bestselling edition, and may be the most popular roleplaying adventure ever) is a strong testament to the fact that good D&D is about fantastic adventures and not the kind of inbred culture-ecology-simulation some fans would prefer it to be. There are no ecological details in Keep because this aspect is superfluous in a fun game, and doesn't add to it. What it has instead are memorable encounters: the mad hermit or the shrine of evil chaos aren't explained by backstory or a mini-essay; they are mysterious and tantalizing, letting your imagination fill in the blanks. This is, contrary to game designer wisdom, good game design. Even in a comparatively "bread and butter" adventure like Keep on the Borderlands, the unexplained elements provide an air of mystique that creates sense of wonder and makes the experience a memorable one. If I had to choose one thing modern game designers could learn from B2, this would be it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Is The Keep on the Borderlands a well-designed adventure module?
Top