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Return to the Temple of Elemental Evil Run Time?
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<blockquote data-quote="Erratic K" data-source="post: 3201229" data-attributes="member: 14360"><p>Played it twice. Completed successfully neither time. I think about 12 x 6-8 hour sessions was what we did. We went until TPK one time, the other time until we tangled with the final battle, but boredom had kicked in. We didn't even care when we lost.</p><p></p><p>I liked the first two parts of the module: Hommlet, Nulb etc, exploration, plot, travel, consequence. But when you start to slog through the crater ridge mines into the temple of all consumption, it has turned into a tactical battle fest. No travel, not much NPC interaction, just optimize for combat, kick in the door and repeat. It was a meat grinder both PC and for any player that isn't one that derives most of their gaming pleasure from tactical combat and optimization. I love a dungeon crawl, but it really needed some change ups.</p><p></p><p>One review says that the crater ridge mines + temple area has 300 encounter areas, I'd believe it. That area needs less than 10 to get the plot across. The rest is as one player put it, "we need more pointless leveling". If I were to run it again, I'd make sure all the players were enamoured with tactical combat and optimization.</p></blockquote><p></p>
[QUOTE="Erratic K, post: 3201229, member: 14360"] Played it twice. Completed successfully neither time. I think about 12 x 6-8 hour sessions was what we did. We went until TPK one time, the other time until we tangled with the final battle, but boredom had kicked in. We didn't even care when we lost. I liked the first two parts of the module: Hommlet, Nulb etc, exploration, plot, travel, consequence. But when you start to slog through the crater ridge mines into the temple of all consumption, it has turned into a tactical battle fest. No travel, not much NPC interaction, just optimize for combat, kick in the door and repeat. It was a meat grinder both PC and for any player that isn't one that derives most of their gaming pleasure from tactical combat and optimization. I love a dungeon crawl, but it really needed some change ups. One review says that the crater ridge mines + temple area has 300 encounter areas, I'd believe it. That area needs less than 10 to get the plot across. The rest is as one player put it, "we need more pointless leveling". If I were to run it again, I'd make sure all the players were enamoured with tactical combat and optimization. [/QUOTE]
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