As the topic says, I'm about to start DMing T1-4 Temple of Elemental Evil for the first time. I've never played AD&D so my mechanics understanding is limited, but I've been reading a lot of other peoples notes that have already converted it. I've been playing 3.5e for 2-3 years and 5e for 2 years DMing 5e for about a year and a half.
My main concern is with doing this module the justice it seems it deserves? I see mixed reviews anywhere from its "it's one of the greatest of all time" to "it's alright, I don't see what all the hype is about". But I have a player that grew up on 2e and asked me to run this as its something he's been wanting to play for near 20 years now and knows nothing about.
I've spent the last 2-3 months reading up on the world of Greyhawk and reviewing the modules. Making notes upon notes. I definitely find the way this is organized in the book to be...interesting. Just enumerated lists of locations and who lives there and their day-to-day.
I feel the need to put this in a spoiler tag for anyone that hasn't played it and plans to. Don't want to potentially ruin anything.
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Opening in Hommlet, it feels very sparse. I get that the main point is the moathouse and potentially uncovering spies within the village. Any recommendations running around in here? This is my groups first time running anything sandboxy, we usually play very linear games.
I think once things get flowing in Hommlet the plot or my means of direction will just start naturally flowing to the Nulb and the Temple. That's usually what happens for me at least. Just looking for any recommendations for running Hommlet.
I'm tempted to throw in little bits of misdirection in town should the party get on to the idea of spies. Have Rannos and Gremag start sending them in the direction of other townsfolk acting oddly. IE a husband sneaking off in the night for an affair type thing.
As I mentioned this is module is definitely oddly organized in the book and I've been doing a ton of rewriting so it makes sense for me. And a LOT of extra almost unneeded information about seemingly normal commoner townsfolk unless I'm missing something. Is this common of the older modules?
And holy sh*t! Why are there so many magic items?? +2 daggers, +1 swords, +1 shields, +2 armors. And every townsfolk has upwards of several platinum in savings?! There's a lot of fracking money in this town!
[/sblock]
I guess the question is are there any recommendations for running this in general. Any issues or holes other DM's have encountered while running it?
My main concern is with doing this module the justice it seems it deserves? I see mixed reviews anywhere from its "it's one of the greatest of all time" to "it's alright, I don't see what all the hype is about". But I have a player that grew up on 2e and asked me to run this as its something he's been wanting to play for near 20 years now and knows nothing about.
I've spent the last 2-3 months reading up on the world of Greyhawk and reviewing the modules. Making notes upon notes. I definitely find the way this is organized in the book to be...interesting. Just enumerated lists of locations and who lives there and their day-to-day.
I feel the need to put this in a spoiler tag for anyone that hasn't played it and plans to. Don't want to potentially ruin anything.
[sblock]
Opening in Hommlet, it feels very sparse. I get that the main point is the moathouse and potentially uncovering spies within the village. Any recommendations running around in here? This is my groups first time running anything sandboxy, we usually play very linear games.
I think once things get flowing in Hommlet the plot or my means of direction will just start naturally flowing to the Nulb and the Temple. That's usually what happens for me at least. Just looking for any recommendations for running Hommlet.
I'm tempted to throw in little bits of misdirection in town should the party get on to the idea of spies. Have Rannos and Gremag start sending them in the direction of other townsfolk acting oddly. IE a husband sneaking off in the night for an affair type thing.
As I mentioned this is module is definitely oddly organized in the book and I've been doing a ton of rewriting so it makes sense for me. And a LOT of extra almost unneeded information about seemingly normal commoner townsfolk unless I'm missing something. Is this common of the older modules?
And holy sh*t! Why are there so many magic items?? +2 daggers, +1 swords, +1 shields, +2 armors. And every townsfolk has upwards of several platinum in savings?! There's a lot of fracking money in this town!
[/sblock]
I guess the question is are there any recommendations for running this in general. Any issues or holes other DM's have encountered while running it?