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Keep On The Borderline
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<blockquote data-quote="Monayuris" data-source="post: 7585915" data-attributes="member: 6859536"><p>Keep on the Borderlands will always be one of my favorite modules ever. I recently ran it for a bunch of new players (never played D&D before).</p><p></p><p>The thing about Keep on the Borderlands is that it is intended to be an environment that you need to make your own. NPCs don't have names because it is up to you to name them and develop them. The context of the PC's relationship with the denizens of the keep is left up to the DM and the group and is not prescribed by the author. This gives you an incredible amount of freedom to make the keep and its environments work for you. </p><p></p><p>I can come up with my own reasons why the various monstrous humanoid tribes are gathering and why they are a problem and why the PCs are needed to deal with them... when I'm using a module I just need the dungeon stocked for me... I don't need the author to tell me a story, I just need the busy-work done for me.</p><p></p><p>It doesn't lead the players into any prescribed course of action. It presents a Keep, the Caves of Chaos, and a couple other wilderness locations and lets the group determine what to do about it... and yes... I do think the players uniting the monstrous humanoid tribes to assault the Keep for its treasures is a valid approach to the module.</p><p></p><p>In my game, the players ventured to the caves and started exploring the caves. They ended up approaching the goblin cave, first, and after a frontal assault that left nearly all of them dead, they started instead to open parley with the goblins. They ended up ingratiating themselves with the goblins by helping them against the hobgoblins but ended up sabotaging that relationship when they failed to kill the ogre.</p><p></p><p>Very early into the game (after they realized a straight kick the door and fight approach wasn't going to work), the players ended up getting deeply involved in the various power struggles of the different tribes. It was fantastic and exciting.</p><p></p><p>This is the key to B2... its not a quest type adventure, it is an environment that has no clear goal but leaves it up to the group to make of it what they will.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 7585915, member: 6859536"] Keep on the Borderlands will always be one of my favorite modules ever. I recently ran it for a bunch of new players (never played D&D before). The thing about Keep on the Borderlands is that it is intended to be an environment that you need to make your own. NPCs don't have names because it is up to you to name them and develop them. The context of the PC's relationship with the denizens of the keep is left up to the DM and the group and is not prescribed by the author. This gives you an incredible amount of freedom to make the keep and its environments work for you. I can come up with my own reasons why the various monstrous humanoid tribes are gathering and why they are a problem and why the PCs are needed to deal with them... when I'm using a module I just need the dungeon stocked for me... I don't need the author to tell me a story, I just need the busy-work done for me. It doesn't lead the players into any prescribed course of action. It presents a Keep, the Caves of Chaos, and a couple other wilderness locations and lets the group determine what to do about it... and yes... I do think the players uniting the monstrous humanoid tribes to assault the Keep for its treasures is a valid approach to the module. In my game, the players ventured to the caves and started exploring the caves. They ended up approaching the goblin cave, first, and after a frontal assault that left nearly all of them dead, they started instead to open parley with the goblins. They ended up ingratiating themselves with the goblins by helping them against the hobgoblins but ended up sabotaging that relationship when they failed to kill the ogre. Very early into the game (after they realized a straight kick the door and fight approach wasn't going to work), the players ended up getting deeply involved in the various power struggles of the different tribes. It was fantastic and exciting. This is the key to B2... its not a quest type adventure, it is an environment that has no clear goal but leaves it up to the group to make of it what they will. [/QUOTE]
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