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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="Hussar" data-source="post: 2981518" data-attributes="member: 22779"><p>To be fair, and to jump on the other side of the fence for a moment, I would like to say that I do agree with Melan that Keep is a well designed module. I disagree with some elements, but, as I said in the other thread, I thought it was well designed overall.</p><p></p><p>Heck, when you think about it, Keep serves as a template for pretty much every low level (and a few mid level) module that comes after it. Small community is threatened by an evil lairing in an area a short distance away. The small community is mostly friendly, and serves as a resting place for the party with some interesting side bits.</p><p></p><p>From that point of view, Keep is a rousing success. I don't know if its the first one to use such a format, but it's certainly the most well known. To me, the difference between Hommlet and the Keep is one of scale rather than substance. The Keep only details a small handful of individuals in the Keep while Hommlet attempts to give an entire town. </p><p></p><p>I would say that Hommlet is well designed in that the town looks like it would work. There are no glaring inconsistencies, nor are there any large gaping holes as to how the town works. It's a much more simulationist setting than Keep, so comparisons are somewhat problematic. If simulationism isn't your bag, then Hommlet is going to blow chunks. If it is, then Keep is going to have some serious problems. </p><p></p><p>It isn't that Keep is well designed and Hommlet is bad, IMO, but that the goals of the two are very different. Both succeed at their goals very admirably. Again, IMO.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2981518, member: 22779"] To be fair, and to jump on the other side of the fence for a moment, I would like to say that I do agree with Melan that Keep is a well designed module. I disagree with some elements, but, as I said in the other thread, I thought it was well designed overall. Heck, when you think about it, Keep serves as a template for pretty much every low level (and a few mid level) module that comes after it. Small community is threatened by an evil lairing in an area a short distance away. The small community is mostly friendly, and serves as a resting place for the party with some interesting side bits. From that point of view, Keep is a rousing success. I don't know if its the first one to use such a format, but it's certainly the most well known. To me, the difference between Hommlet and the Keep is one of scale rather than substance. The Keep only details a small handful of individuals in the Keep while Hommlet attempts to give an entire town. I would say that Hommlet is well designed in that the town looks like it would work. There are no glaring inconsistencies, nor are there any large gaping holes as to how the town works. It's a much more simulationist setting than Keep, so comparisons are somewhat problematic. If simulationism isn't your bag, then Hommlet is going to blow chunks. If it is, then Keep is going to have some serious problems. It isn't that Keep is well designed and Hommlet is bad, IMO, but that the goals of the two are very different. Both succeed at their goals very admirably. Again, IMO. [/QUOTE]
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Is The Temple of Elemental Evil a well-designed adventure module?
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