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Old Timers: How was D1 supposed to be run/go down?
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<blockquote data-quote="billd91" data-source="post: 8365658" data-attributes="member: 3400"><p>I don't think there was a single "supposed to" for how the D-modules were supposed to play out. If you were using them as a continuing series after the G series, the PCs had something of a plot thread to follow - but exactly how they wanted to do it was up to them. When I ran it a <strong>LONG </strong>time ago, I don't believe the PCs even fought most of the denizens in the troglodyte warren. They worked mostly toward the general direction indicated by the map dropped by the retreating Drow in G3 and avoided much of the rest of it. They did even less exploring when they encountered the shrine of the Kuo-Toa. As a result, there was a lot less fighting in the big encounter areas than one might expect.</p><p></p><p>And that's part of the idea behind a lot of earlier stuff like Gygax's dungeons or other home brewed stuff. You explore and fight as you wish and break contact by retreating and/or hiding to rest up and heal, managing your own risk as much as you can. And, for the most part, an expected party of about 7-9 10th level PCs is a pretty powerful group and can be expected to handle a lot - assuming they don't provoke too much attention...</p></blockquote><p></p>
[QUOTE="billd91, post: 8365658, member: 3400"] I don't think there was a single "supposed to" for how the D-modules were supposed to play out. If you were using them as a continuing series after the G series, the PCs had something of a plot thread to follow - but exactly how they wanted to do it was up to them. When I ran it a [B]LONG [/B]time ago, I don't believe the PCs even fought most of the denizens in the troglodyte warren. They worked mostly toward the general direction indicated by the map dropped by the retreating Drow in G3 and avoided much of the rest of it. They did even less exploring when they encountered the shrine of the Kuo-Toa. As a result, there was a lot less fighting in the big encounter areas than one might expect. And that's part of the idea behind a lot of earlier stuff like Gygax's dungeons or other home brewed stuff. You explore and fight as you wish and break contact by retreating and/or hiding to rest up and heal, managing your own risk as much as you can. And, for the most part, an expected party of about 7-9 10th level PCs is a pretty powerful group and can be expected to handle a lot - assuming they don't provoke too much attention... [/QUOTE]
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