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="RFisher" data-source="post: 2949786" data-attributes="member: 3608"><p>B2's purpose is to introduce new DMs to the game (beyond what is found in the Basic rulebook itself) & provide them with a starting setting & encourage them to flesh it out. In this, it does admirably well. It gives them a home base. Shows them how to detail it further. It gives them a bit of wilderness, a handful of side encounters, & opportunities to flesh them out. It gives them a pre-stocked dungeon with a <em>lot</em> adventuring potential. While the rulebook gave lots of advice on creating dungeons, B2 gave a concrete example orders of magnitude more useful than the example dungeon in the rulebook.</p><p></p><p>I agree with Dr. Holmes who said it was the best work Gygax had done ("for us") to date.</p><p></p><p>It's easy to find "illogical" elements in any module, especially one that intentionally doesn't bother to spell everything out for you. It's equally easy to come up with rationalizations for any such criticisms.</p><p></p><p>One of the best things about this module is how it encourages roleplaying. The module may be "about" hack & slash, but when people tell stories about B2, it's usually events in the keep itself that they highlight.</p><p></p><p>For me, this module has a lot of qualities that I wish designers would emulate. It tends to give <em>me</em> the stuff I need & leave out the stuff I'm willing to improvise.</p><p></p><p>Rumors! 'Nuff said.</p><p></p><p>It doesn't give me stupid NPC names (i.e. anybody else's idea of fantasy names except my own) that I have to choose to either suffer with or try to replace. For some reason it's much easier for <em>me</em> to add a name to the occupation used in the module than to substitute names. More importantly, I don't have to know the name of an NPC until it actually comes up in play. I find the way this module refers to NPCs by occupation instead of name makes it easier for me to follow when an NPCs is mentioned in other contexts besides where he's likely to be encountered. ("Blarth?" ...mad flipping through module... "Who was that again?") This is something I hope to emulate if I write any more modules intended for others to use.</p><p></p><p>It doesn't have pages upon pages of prose that I have to sift through looking for the relevant nuggets. I don't have time for that these days.</p><p></p><p>As for the home base & environs aspects of the module, these are good things to emulate, but I don't think <em>every</em> module needs them.</p><p></p><p>While I find a lot in the module to be exactly what I look for in a module, I recognize that somebody else's needs may be different.</p></blockquote><p></p>
[QUOTE="RFisher, post: 2949786, member: 3608"] B2's purpose is to introduce new DMs to the game (beyond what is found in the Basic rulebook itself) & provide them with a starting setting & encourage them to flesh it out. In this, it does admirably well. It gives them a home base. Shows them how to detail it further. It gives them a bit of wilderness, a handful of side encounters, & opportunities to flesh them out. It gives them a pre-stocked dungeon with a [i]lot[/i] adventuring potential. While the rulebook gave lots of advice on creating dungeons, B2 gave a concrete example orders of magnitude more useful than the example dungeon in the rulebook. I agree with Dr. Holmes who said it was the best work Gygax had done ("for us") to date. It's easy to find "illogical" elements in any module, especially one that intentionally doesn't bother to spell everything out for you. It's equally easy to come up with rationalizations for any such criticisms. One of the best things about this module is how it encourages roleplaying. The module may be "about" hack & slash, but when people tell stories about B2, it's usually events in the keep itself that they highlight. For me, this module has a lot of qualities that I wish designers would emulate. It tends to give [i]me[/i] the stuff I need & leave out the stuff I'm willing to improvise. Rumors! 'Nuff said. It doesn't give me stupid NPC names (i.e. anybody else's idea of fantasy names except my own) that I have to choose to either suffer with or try to replace. For some reason it's much easier for [i]me[/i] to add a name to the occupation used in the module than to substitute names. More importantly, I don't have to know the name of an NPC until it actually comes up in play. I find the way this module refers to NPCs by occupation instead of name makes it easier for me to follow when an NPCs is mentioned in other contexts besides where he's likely to be encountered. ("Blarth?" ...mad flipping through module... "Who was that again?") This is something I hope to emulate if I write any more modules intended for others to use. It doesn't have pages upon pages of prose that I have to sift through looking for the relevant nuggets. I don't have time for that these days. As for the home base & environs aspects of the module, these are good things to emulate, but I don't think [i]every[/i] module needs them. While I find a lot in the module to be exactly what I look for in a module, I recognize that somebody else's needs may be different. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Is The Keep on the Borderlands a well-designed adventure module?
Top