Like in Ravenloft I have either missed it or its not there but I don't see any interaction between Strahd and Ireena, the woman he desires.
There is if Ireena joins the party (like it says in the adventure) and Strahd's motivation is that he desires her (which is only one of four possibilities).
in both books I don't see any NPC's that give reasons to go check out the big evil HQ and it just seems to me that the PC's are just going to go there because its there.
Ravenloft: What about all the people in town who are suffering under Strahd? What about Ireena, who will turn into a vampire if Strahd is not killed soon?
ToEE: In my experience, just saying that there is a place called "the Temple of Elemental Evil" is enough to make players want to go to it. If you're talking about the moathouse in part 1, it's true that there's no motivation for the PC's to go there. I think the whole mega-adventure (including/especially T1) suffers from very poor presentation.
They give you the players and set pieces and you make up most of the story bits and give the PC's good reason for motivation?
Usually the motivation in old-school modules is along the line of "you are adventurers; here is a place with monsters and treasure; what are you waiting for?" That's just a feature of the old-school playstyle. The characters did not have any assumed motivation beyond treasure-hunting. However, there does seem to be a common problem of not actually telling the players where the adventure is (so how do they know they're supposed to go to the moathouse?). Rest assured, that is a design flaw, not a feature.
I talked to another player in my group and he says "you don't want to railroad players" which I get but by playing a dungeon delve aren't you having to essential railroad the players because yes, they can just leave in the middle, but the point is just going to the evil HQ and to town to sell stuff and buy new gear?
There's always
some amount of non-choice. If you want to run a true sandbox, pick a few different dungeons and spread them out in a wilderness and let the players do whatever they want. I've generally found that players don't mind being shepherded
to the adventure, as long as you don't railroad them
within the adventure, if that makes sense. A sandbox can only be so big, after all.
Was just wondering. Maybe I'll just have to read these closer. Like Ravenloft, I thought it'd have a story but I seem to be missing it unless I'm just supposed to RP it all. It just seems like a dungeon delve to me but its supposed to be a good one.
Ravenloft does have a story--one of the best stories I've ever run. The players go through a creepy town (whose inhabitants may or may not all be ghosts; it's deliciously ambiguous), crawl through the castle while being terrorized by a super-powerful vampire mage who could pop up and kill them any time, find the one artifact that can destroy him, finally defeat him in battle, then chase him to his tomb and kill him. I think it's a problem that old adventures don't have a synopsis like that; you have to read the whole thing and figure it out. For example, the Village of Hommlet could be summarized as "players start out in simple town, gather rumors, attack the moathouse, find out it's way too hard, go back to town and hire more help, find out that the village isn't as simple as they thought, and blunder through a network of intrigue while trying to defeat the Temple's agents."
Wow, you picked two difficult adventures to run.
Castle Ravenloft relies a lot on a DM to bring it and its atmosphere to life. If your heart is setting on running this, trawl around for reviews and see how other DMs have done it. It has a lot of potential but it requires a lot of effort from both the DM and the players.
you really need to have hit your stride in filling out things as a DM to do justice to Castle Ravenloft.
When I first ran Ravenloft as a DM, I spent probably 30 hours in prep, including adding more than 80 NPC's to the town of Bavaria and filling the town with additional intrigue and side quests, rewriting a few areas of the castle, and so forth.
This hasn't been my experience at all. I ran Ravenloft for the first time as a spur-of-the-moment one-shot with almost no preparation (just a skim of the module and one piece of advice from the Internet: pick a real-life time for Strahd to attack and tell the players in advance), and it came together beautifully. Maybe I just got really lucky? (As a note, all I have to add is one more piece of advice: Skip the whole crypts section. It's interminable and boring and not worth your time.)
Don't agree there. Making KotB into something worthwhile is as hard as running ToEE and CR combined. Talk about something that feels like an incomplete random hodge-podge, with no plot, no story, no direction, and no characterization.
Well, it's
supposed to be an incomplete random hodgepodge. That's what's so great about it. You want "plot?" You want "direction?" I think you're confusing "making KotB into something worthwhile" with "making KotB into something it isn't." I'd probably find it difficult to make Dragonlance into something worthwhile, too. I suppose some people like a sandbox, and some people like a railroad.
It's the DM that knows who the protagonists are. He's the one that has to craft the story.
I disagree with this as an assessment of the old-school playstyle. It may be how you DM, but I don't think it's how modules like Keep on the Borderlands were meant to be run. In old-school, sandboxy, location-based D&D adventures, the
players' actions craft the story by interacting with the scenario the DM presents. The scenario can be very simple ("here is a dungeon" is good enough for this playstyle), and doesn't need pre-scripted plot. Maybe I'm misinterpreting you here, but in a real sandbox adventure, the DM is anything but a storyteller.