PatrickLawinger said:
Products from major 1e authors like Rob Kuntz might vary a bit from some of the ideals. I thought the premise of the prisoner series was slightly forced, but this is a way Rob used in the written format to get characters into the Maze. I would use a completely different method, but anything I would have used would probably have taken a hell of a lot more time and space to write-up and would have been specific to my world, ie, not a good idea.
Okay, lets see what sort of flames this garners...
Patrick
Well, I hope it does not generate flames. From the NG side of the house, I would think you guys would take comments like this seriously.
As for these adventures, they shouted 1E to me with the exception of the abundance of Sorcerers.
In fact, these adventures looked exactly like old ones that Rob pulled out of the closet, dusted off, and revamped for 3E.
For example, the main bad guy in the second module has a Staff of Withering. Definitely a 1E item that was not in core 3E (maybe it is in one of the sourcebooks, but I do not recall seeing it, nor should a module be dependent on a sourcebook). If you do not have the 1E or 2E DMG, you basically have to ask on the internet, or you have to make it up on your own.
So, these modules definitely have that feel with this one glaring exception. Even the generated PC arcane spell caster is a Sorcerer. Sigh.
One other thing that bugged me is that the picture of the harem does not correspond to the description of the female Fighter there. So, I showed the picture and had to explain that no, the one on the end is in a long silk bulky robe, not in lingerie. It’s kind of bothersome when the pictures do not correspond to the module.
Btw, I totally blew off Rob’s premise, had an evil group kidnapped the NPC druid in the group, took the two menhirs from Heart of Nightfang Spire and had two teleportation platforms, one at each menhir (at one menhir, magic from evil casters does not work, at the other, magic from good casters does not work), and had the evil group blackmail the party into teleporting into the maze. However, the maze was actually over 500 years in the past, so this explained why there were actually people in it. Plus, when they teleported in, the only equipment the party had with them is magical items and anything touching their skin, so they lost a lot of mundane equipment (this was to partially coincide with Rob’s lack of equipment premise). It was kind of funny to have them find themselves lying in a corridor with a bunch of potions, scrolls, and arrows without any pouches or quivers to carry them in. They were scrambling for solutions for quite some time.
So, basically, in modules like these, you have to improvise. I almost never use the suggested plotline, just most of the material.
But, I find it mildly annoying that I have to go change one of the Sorcerers to a Wizard (probably the tough one in the second module) in order to have a Wizard encounter (which to me is one of the heart and souls of 1E). If my PCs are going to gain a few levels in here (btw, we have 4 8th levels and 1 7th level and they were doing real good for being below the recommended levels until they accidentally got split up via the teleport corridors), there had better be something significant there for each character to acquire, including the party Wizard.