Thunderfoot
Hero
YES, YES, A THOUSAND TIMES YES!
This series and the Elemental Evil series were my favorite adventures to start with. Base of Operations, low-level goodness leading to further adventure, what's not to love? And one thing I think modern module writers could take take note of is the "openness" of these modules. Since everyone is bashing Ned I'll use him as the example.
Ned is written as a piece of bait for the PCs to take. It has been stated that some DMs changed Ned to be more appealing for the PCs to "bite into", that is a perfect example - Ned was not "written in stone" so a minor change opens up possibilities for different parties. So the group of "grizzled" roll-players that suspect a trap can be confronted with the child, and the neophyte gamers can get bitten in the butt by their lack of attention.
My take was to make Ned the least productive member of the smuggling group and when things seemed to go "REALLY" south(ie the party easily iced the first group of "pirates"), he confessed to his intentions, ratted out his employer and threw himself at the mercies of the law. It worked like a charm and the second group of "pirates" wandered up just in time to give him just what he deserved and give the inattentive party their come-upance. (they had gotten pretty cocky at this point, this dropped them about 6 pegs and they actually talked about retreating and regrouping at this point.)
Flexablility was "written" into the modules of yesteryear. Has anyone truly read Against the Giants? Not much there but crunch, all the fluff was to be filled in by the DM. Nowadays if there isn't a shaded SAY THIS box and the fourteen different IF THIS HAPPENS senarios listed, most DMs crash & burn. I know that I have been spoiled by this and have been re-reading the old mods in order to get in touch with my inner-DM. (My party will both hate me and thank me for it later)
This series and the Elemental Evil series were my favorite adventures to start with. Base of Operations, low-level goodness leading to further adventure, what's not to love? And one thing I think modern module writers could take take note of is the "openness" of these modules. Since everyone is bashing Ned I'll use him as the example.
Ned is written as a piece of bait for the PCs to take. It has been stated that some DMs changed Ned to be more appealing for the PCs to "bite into", that is a perfect example - Ned was not "written in stone" so a minor change opens up possibilities for different parties. So the group of "grizzled" roll-players that suspect a trap can be confronted with the child, and the neophyte gamers can get bitten in the butt by their lack of attention.
My take was to make Ned the least productive member of the smuggling group and when things seemed to go "REALLY" south(ie the party easily iced the first group of "pirates"), he confessed to his intentions, ratted out his employer and threw himself at the mercies of the law. It worked like a charm and the second group of "pirates" wandered up just in time to give him just what he deserved and give the inattentive party their come-upance. (they had gotten pretty cocky at this point, this dropped them about 6 pegs and they actually talked about retreating and regrouping at this point.)
Flexablility was "written" into the modules of yesteryear. Has anyone truly read Against the Giants? Not much there but crunch, all the fluff was to be filled in by the DM. Nowadays if there isn't a shaded SAY THIS box and the fourteen different IF THIS HAPPENS senarios listed, most DMs crash & burn. I know that I have been spoiled by this and have been re-reading the old mods in order to get in touch with my inner-DM. (My party will both hate me and thank me for it later)
