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<blockquote data-quote="pming" data-source="post: 7587109" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>Full Disclosure: Keep on the Borderlands is probably my all-time favourite module and I think it is near perfect. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p> </p><p></p><p>Not a bug, a feature. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> I LOVE that they don't have names. It lets the DM add names that fit into his/her world. The names of NPC's in Farune are different from those in Iron Kingdoms, which are different from those in Kalamar. He/She can also put in specific 'family' names and build a truly believable bunch of people that the Players will remember because the DM will remember. It teaches a begining DM to either get good at coming up with names on the fly (my forte...), or develop his/her own list to choose from.</p><p></p><p></p><p></p><p>It has a 'name', which is referred to as Castellan Keep. But mostly it's just referred to as "The Keep" by people living there, or the full name of "The Keep on the Borderlands" by those living outside. Again, this is a GOOD thing! It lets the DM, once again, come up with his own name if he/she wants too.</p><p></p><p></p><p></p><p>Again, this is a GOOD thing! It's not trying to "tell the DM what's going on"...it's showing the DM "hey, there are all these different monsters living here; do something with it, for example, the orcs are squabbling with eachother, the goblins have an 'understanding' with the ogre, and everyone just stays the heck away from the minotaur". This little bit of "friction" between a handful of tribes/creatures SHOULD get the creative juices of the DM flowing! The DM can then decide what and how the Caves are running. This is very much in the style of teaching a new DM what being a DM is about; creating stuff yourself for you and your group.</p><p></p><p></p><p></p><p>All this is a veritable smorgasbord for the new DM's hungry brain. Does the DM like funny/comedic stuff? Ok, here's "Bob the Orc...he's the tribes builder" (insert parody of children's Bob the Builder cartoon). Does the DM like 'WoW' orcs? Ok, we have "Chief Tharg Bloodbane". Or maybe the DM has an idea for orcs more like Star Trek Klingons, so we get "Mor'tah of House Ghal". The DM is the one deciding the bit's and bobs that will make this adventure his/hers.</p><p></p><p></p><p></p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite12" alt="o_O" title="Er... what? o_O" loading="lazy" data-shortname="o_O" /> Whoa...that totally came out of left field. Don't even know how to comment about that, so I won't.</p><p></p><p>Bottom line is that KotB was designed to encourage the DM to be a DM. To develop his/her own way of doing things. To flex their new creative world-building wings. IMNSHO this module does this in spades! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> I have run multiple campaigns with this module...frequently with the same group. Each time it lasted between a year and two years of play time. And you know what? Each was a totally different experience, because we, as a group, made the story in stead of simply being fed boxed text with pre-determined 'everything' that the Players basically were expected to follow.</p><p></p><p>Keep on the Borderlands = Amazing adventure module!</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7587109, member: 45197"] Hiya! Full Disclosure: Keep on the Borderlands is probably my all-time favourite module and I think it is near perfect. :) Not a bug, a feature. ;) I LOVE that they don't have names. It lets the DM add names that fit into his/her world. The names of NPC's in Farune are different from those in Iron Kingdoms, which are different from those in Kalamar. He/She can also put in specific 'family' names and build a truly believable bunch of people that the Players will remember because the DM will remember. It teaches a begining DM to either get good at coming up with names on the fly (my forte...), or develop his/her own list to choose from. It has a 'name', which is referred to as Castellan Keep. But mostly it's just referred to as "The Keep" by people living there, or the full name of "The Keep on the Borderlands" by those living outside. Again, this is a GOOD thing! It lets the DM, once again, come up with his own name if he/she wants too. Again, this is a GOOD thing! It's not trying to "tell the DM what's going on"...it's showing the DM "hey, there are all these different monsters living here; do something with it, for example, the orcs are squabbling with eachother, the goblins have an 'understanding' with the ogre, and everyone just stays the heck away from the minotaur". This little bit of "friction" between a handful of tribes/creatures SHOULD get the creative juices of the DM flowing! The DM can then decide what and how the Caves are running. This is very much in the style of teaching a new DM what being a DM is about; creating stuff yourself for you and your group. All this is a veritable smorgasbord for the new DM's hungry brain. Does the DM like funny/comedic stuff? Ok, here's "Bob the Orc...he's the tribes builder" (insert parody of children's Bob the Builder cartoon). Does the DM like 'WoW' orcs? Ok, we have "Chief Tharg Bloodbane". Or maybe the DM has an idea for orcs more like Star Trek Klingons, so we get "Mor'tah of House Ghal". The DM is the one deciding the bit's and bobs that will make this adventure his/hers. o_O Whoa...that totally came out of left field. Don't even know how to comment about that, so I won't. Bottom line is that KotB was designed to encourage the DM to be a DM. To develop his/her own way of doing things. To flex their new creative world-building wings. IMNSHO this module does this in spades! :D I have run multiple campaigns with this module...frequently with the same group. Each time it lasted between a year and two years of play time. And you know what? Each was a totally different experience, because we, as a group, made the story in stead of simply being fed boxed text with pre-determined 'everything' that the Players basically were expected to follow. Keep on the Borderlands = Amazing adventure module! ^_^ Paul L. Ming [/QUOTE]
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