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Old Timers: How was D1 supposed to be run/go down?
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<blockquote data-quote="David Neuschulz" data-source="post: 8365602" data-attributes="member: 6889260"><p>I am aware that the old GDQ modules (and others of that primordial era) were tournament modules, that the ethos/style of play was different back then, but even taking in consideration all of the aforementioned, and taking D1 as a specific case:</p><p><strong>How was that supposed to be run/go down?</strong></p><p></p><p>I ask because the sheer number of NPCs is really large (outrageously large, by today's standards) -- even overpowered PCs are going to take many, many round to clear...like <em>boring</em> number of rounds to slog through. Leading to the thought, supported partially by some comments in various places in the module, that the PCs are (supposed to be?) using disguises and/or false identities to get past the vast majority of NPCs. But on some level, that doesn't feel right, either, inasmuch as, if you're flim-flamming your way through, the module will take 1 combat-less hour to run, and then it's time to pull out D2 with the Kua-Toa. Now I know that it can be both of those possibilities with the DM attitude, "Players can choose their own path and live or die accordingly" so no <strong>one</strong> path is "forced" on them. But, there had to be <em>some</em> authorial intent, some range of alternatives to choose from, otherwise, why not just hand out a blank Underdark hex map and wing it? </p><p></p><p>So, take the first unavoidable Checkpoint Encounter (where, due to darkvision and clairvoyance spells, the 26 Drow are highly likely to <strong>not </strong>be surprised)... is that designed to be so overwhelming that all but the cleverest/luckiest PCs avoid TPK? In other words, "roleplay negotiating with the checkpoint or tournament play is over early"? Or is it balanced to be winnable via "clear the room" combat -- even though that's a very long, boring slog? Or is there some third option that I've overlooked that allows combat -- but combat that isn't overly long?</p><p></p><p>This question applies double to the main cavern with its 100+sardine-packed encounters.</p><p></p><p>There isn't one answer here, obviously,... but how did things go (if you've run it), or what are the non-stupid/non-TPK possibilities you see?</p></blockquote><p></p>
[QUOTE="David Neuschulz, post: 8365602, member: 6889260"] I am aware that the old GDQ modules (and others of that primordial era) were tournament modules, that the ethos/style of play was different back then, but even taking in consideration all of the aforementioned, and taking D1 as a specific case: [B]How was that supposed to be run/go down?[/B] I ask because the sheer number of NPCs is really large (outrageously large, by today's standards) -- even overpowered PCs are going to take many, many round to clear...like [I]boring[/I] number of rounds to slog through. Leading to the thought, supported partially by some comments in various places in the module, that the PCs are (supposed to be?) using disguises and/or false identities to get past the vast majority of NPCs. But on some level, that doesn't feel right, either, inasmuch as, if you're flim-flamming your way through, the module will take 1 combat-less hour to run, and then it's time to pull out D2 with the Kua-Toa. Now I know that it can be both of those possibilities with the DM attitude, "Players can choose their own path and live or die accordingly" so no [B]one[/B] path is "forced" on them. But, there had to be [I]some[/I] authorial intent, some range of alternatives to choose from, otherwise, why not just hand out a blank Underdark hex map and wing it? So, take the first unavoidable Checkpoint Encounter (where, due to darkvision and clairvoyance spells, the 26 Drow are highly likely to [B]not [/B]be surprised)... is that designed to be so overwhelming that all but the cleverest/luckiest PCs avoid TPK? In other words, "roleplay negotiating with the checkpoint or tournament play is over early"? Or is it balanced to be winnable via "clear the room" combat -- even though that's a very long, boring slog? Or is there some third option that I've overlooked that allows combat -- but combat that isn't overly long? This question applies double to the main cavern with its 100+sardine-packed encounters. There isn't one answer here, obviously,... but how did things go (if you've run it), or what are the non-stupid/non-TPK possibilities you see? [/QUOTE]
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Old Timers: How was D1 supposed to be run/go down?
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