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General Tabletop Discussion
*TTRPGs General
Is The Temple of Elemental Evil a well-designed adventure module?
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<blockquote data-quote="Hussar" data-source="post: 2981279" data-attributes="member: 22779"><p>So, well designed to you Melan, assumes that the DM will have competence and confidence to go beyond the module text and rewrite it, despite the fact that the module in question is the first they may have ever seen AND the first time they've sat down to this completely new and unheard of hobby of role playing. To me, I would say a bit more guidance is in order.</p><p></p><p>As far as Hommlet goes, since we're going beyond the written text, I saw the PC's as hometown heroes. I linked their characters to the families that lived there. Now they had a reason to defend the town and actually interact with the NPC's in the module. Instead of a bare skeleton of about ten NPC's in the entire Keep, you have several dozen with stories and backgrounds and homes with which to create a living, breathing setting, rather than a place to sell my loot, get healed and head back into the Caves.</p><p></p><p>I find it also somewhat ironic that as I write this, there is a thread being added to for doing up a couple of hundred inhabitants for a small town right now on EnWorld. If it was a better idea to go the KotB route, I would have maybe twenty NPC's in the entire settlement. Other than, of course, nameless tower guard #13.</p><p></p><p></p><p></p><p>This is mistaken. The odds are ALWAYS 10% that the priest will be in a single location whenever the party enters that location - the bar. However, since the Inn also serves food, allows for gathering rumours, allows for hiring new fodder AND allows the party a place to sleep, there is actually no real reason for them to go to the bar. The bar actually offers them nothing that the inn doesn't already.</p><p></p><p>But, that's neither here nor there. The fact is, the enemy faction in the Keep has only a very small chance of interacting with the party if the module is used as written. The party has to enter that location, (possible, but not required) and the dice have to smile. That I can change the text is not the point. The module AS WRITTEN has a faction in it that has very little chance of seeing the light of day whereas the enemy factions in the other three modules WILL ALWAYS be used.</p><p></p><p>Which is better design? A major interaction that quite possibly never happens or a major interaction that ALWAYS happens? To me, I would think that if you are going to add something like this to the module, perhaps it might actually should be used.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2981279, member: 22779"] So, well designed to you Melan, assumes that the DM will have competence and confidence to go beyond the module text and rewrite it, despite the fact that the module in question is the first they may have ever seen AND the first time they've sat down to this completely new and unheard of hobby of role playing. To me, I would say a bit more guidance is in order. As far as Hommlet goes, since we're going beyond the written text, I saw the PC's as hometown heroes. I linked their characters to the families that lived there. Now they had a reason to defend the town and actually interact with the NPC's in the module. Instead of a bare skeleton of about ten NPC's in the entire Keep, you have several dozen with stories and backgrounds and homes with which to create a living, breathing setting, rather than a place to sell my loot, get healed and head back into the Caves. I find it also somewhat ironic that as I write this, there is a thread being added to for doing up a couple of hundred inhabitants for a small town right now on EnWorld. If it was a better idea to go the KotB route, I would have maybe twenty NPC's in the entire settlement. Other than, of course, nameless tower guard #13. This is mistaken. The odds are ALWAYS 10% that the priest will be in a single location whenever the party enters that location - the bar. However, since the Inn also serves food, allows for gathering rumours, allows for hiring new fodder AND allows the party a place to sleep, there is actually no real reason for them to go to the bar. The bar actually offers them nothing that the inn doesn't already. But, that's neither here nor there. The fact is, the enemy faction in the Keep has only a very small chance of interacting with the party if the module is used as written. The party has to enter that location, (possible, but not required) and the dice have to smile. That I can change the text is not the point. The module AS WRITTEN has a faction in it that has very little chance of seeing the light of day whereas the enemy factions in the other three modules WILL ALWAYS be used. Which is better design? A major interaction that quite possibly never happens or a major interaction that ALWAYS happens? To me, I would think that if you are going to add something like this to the module, perhaps it might actually should be used. [/QUOTE]
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Is The Temple of Elemental Evil a well-designed adventure module?
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