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General Tabletop Discussion
*TTRPGs General
Is The Keep on the Borderlands a well-designed adventure module?
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<blockquote data-quote="Henry" data-source="post: 2944936" data-attributes="member: 158"><p>I think it's one of the best D&D modules ever published, actually.</p><p></p><p>Why? Because in one slim volume of about 16 (18, counting cover maps) pages, it contains the bones for an ENTIRE campaign setting that could take from 1st to about 4th level. It contains a base of operations with all the most important businesses and people spelled out; it teaches the values of background and campaign lore, exemplified in the rumors table; a limited outdoor/wilderness exploration campaign; an installation of opponents that has basic rules spelled out for their alteration over time (such as some creatures moving in with other creatures, attracting new opponents, etc.) and it has an installation so large that many sessions could be spent running around, hiding out, clearing out, running away, etc. until the place is cleareed. Allies are listed as well as favors that can be done to strengthen their ties to the PCs, and even one big plot mystery that can really only be solved late in the adventure (Shrine of Evil Chaos.</p><p></p><p>What can designers learn? How to make a module a truly valuable item for DMs. Necromancer Games are one of the companies celebrated for learning this lesson, as many people call their modules "value-added" for the extra material, inserts, etc. included. When they jumped on board with the wilderlands box, it was because Judges' Guild was known for a campaign-setting type product, which in my opinion the "campaign-setting" idea was first touched into by Gygax in this very module.</p><p></p><p>They can also learn some other lessons, too. It was bare bones, and could have stood to be fleshed out more, and some designers (such as Necromancer) did learn this lesson and have improved upon it.</p></blockquote><p></p>
[QUOTE="Henry, post: 2944936, member: 158"] I think it's one of the best D&D modules ever published, actually. Why? Because in one slim volume of about 16 (18, counting cover maps) pages, it contains the bones for an ENTIRE campaign setting that could take from 1st to about 4th level. It contains a base of operations with all the most important businesses and people spelled out; it teaches the values of background and campaign lore, exemplified in the rumors table; a limited outdoor/wilderness exploration campaign; an installation of opponents that has basic rules spelled out for their alteration over time (such as some creatures moving in with other creatures, attracting new opponents, etc.) and it has an installation so large that many sessions could be spent running around, hiding out, clearing out, running away, etc. until the place is cleareed. Allies are listed as well as favors that can be done to strengthen their ties to the PCs, and even one big plot mystery that can really only be solved late in the adventure (Shrine of Evil Chaos. What can designers learn? How to make a module a truly valuable item for DMs. Necromancer Games are one of the companies celebrated for learning this lesson, as many people call their modules "value-added" for the extra material, inserts, etc. included. When they jumped on board with the wilderlands box, it was because Judges' Guild was known for a campaign-setting type product, which in my opinion the "campaign-setting" idea was first touched into by Gygax in this very module. They can also learn some other lessons, too. It was bare bones, and could have stood to be fleshed out more, and some designers (such as Necromancer) did learn this lesson and have improved upon it. [/QUOTE]
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Is The Keep on the Borderlands a well-designed adventure module?
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