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Community
General Tabletop Discussion
*TTRPGs General
Is The Temple of Elemental Evil a well-designed adventure module?
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<blockquote data-quote="Dr Simon" data-source="post: 2981490" data-attributes="member: 21938"><p>As SW Baxter says, it's kind of hard to judge if this module is well-designed without knowing what the original design criteria were, but we can probably assume that the most detailed areas - Hommlet and the Temple itself - are supposed to give a detailed 'small village home-base' and a large-scale dungeon crawl respectively.</p><p></p><p>Although the level of detail in Hommlet is admirable, I'm not sure it works as a home-base, simply because the *main* dungeon area (Temple, not Moathouse) is not so well set up for quick in-and-out missions as, say, Caves of Chaos, and is closer to Nulb than Hommlet anyway. If several areas were set up, whereby the PCs could return to Hommlet between adventures, I think it would succeed more in its aim, if its aim is the one that I have speculated upon.</p><p></p><p>It's been a *long* time since I owned the module, but I can't recall many of the NPCs in Hommlet except for the mage and his lover - er, fighter buddy (one of the called Rufus?) building a castle. Compare to other settings - Gimpy's Tavern, Governer Sor-Eel the Short in Pavis, Gringle and Quackjohn in Apple Lane - probably means it doesn't work (for me).</p><p></p><p>As for the Temple - I was very disappointed at the time when T1-4 eventually came out as it is a pretty uninspired dungeon crawl. Solid, I think, and there is fun to be had with Zuggtomy and something involving unwittingly freeing her, but for the most part it seems to consist of zones of humanoids. As a dungeon crawl it feels less illogical than, say, Caverns of Tsojcanth (Why is this Gorgimera here?), but it also lacks much in the way of innovation.</p><p></p><p>So, in essence, I'd have to say it was well designed, but dull, like a VW Passat. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Dr Simon, post: 2981490, member: 21938"] As SW Baxter says, it's kind of hard to judge if this module is well-designed without knowing what the original design criteria were, but we can probably assume that the most detailed areas - Hommlet and the Temple itself - are supposed to give a detailed 'small village home-base' and a large-scale dungeon crawl respectively. Although the level of detail in Hommlet is admirable, I'm not sure it works as a home-base, simply because the *main* dungeon area (Temple, not Moathouse) is not so well set up for quick in-and-out missions as, say, Caves of Chaos, and is closer to Nulb than Hommlet anyway. If several areas were set up, whereby the PCs could return to Hommlet between adventures, I think it would succeed more in its aim, if its aim is the one that I have speculated upon. It's been a *long* time since I owned the module, but I can't recall many of the NPCs in Hommlet except for the mage and his lover - er, fighter buddy (one of the called Rufus?) building a castle. Compare to other settings - Gimpy's Tavern, Governer Sor-Eel the Short in Pavis, Gringle and Quackjohn in Apple Lane - probably means it doesn't work (for me). As for the Temple - I was very disappointed at the time when T1-4 eventually came out as it is a pretty uninspired dungeon crawl. Solid, I think, and there is fun to be had with Zuggtomy and something involving unwittingly freeing her, but for the most part it seems to consist of zones of humanoids. As a dungeon crawl it feels less illogical than, say, Caverns of Tsojcanth (Why is this Gorgimera here?), but it also lacks much in the way of innovation. So, in essence, I'd have to say it was well designed, but dull, like a VW Passat. ;) [/QUOTE]
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Is The Temple of Elemental Evil a well-designed adventure module?
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