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So, what makes 1e adventures so great?
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<blockquote data-quote="SWBaxter" data-source="post: 2230707" data-attributes="member: 27926"><p>In the forward to Q1, Gygax said that initially it was delayed due to workload, and then when he went back to work on it he found he'd used a lot of his original ideas in the Temple of Elemental Evil (which presumably was in a more developed state at that point, though I don't think it saw print until a couple of years later). Mike Carr got the nod because he had a fresh approach, and a cool idea for a dungeon layout without any particular project in mind for it... that became the Demonweb.</p><p> </p><p>If it's accurate (and I have no reason to believe Gygax was writing that intro with a gun to his head), then based on how TOEE turned out I'm glad Carr got the nod. The Demonweb is one of the neatest "dungeons" I've seen, while TOEE is a nice big dungeon crawl but not particularly innovative. IMHO, of course.</p></blockquote><p></p>
[QUOTE="SWBaxter, post: 2230707, member: 27926"] In the forward to Q1, Gygax said that initially it was delayed due to workload, and then when he went back to work on it he found he'd used a lot of his original ideas in the Temple of Elemental Evil (which presumably was in a more developed state at that point, though I don't think it saw print until a couple of years later). Mike Carr got the nod because he had a fresh approach, and a cool idea for a dungeon layout without any particular project in mind for it... that became the Demonweb. If it's accurate (and I have no reason to believe Gygax was writing that intro with a gun to his head), then based on how TOEE turned out I'm glad Carr got the nod. The Demonweb is one of the neatest "dungeons" I've seen, while TOEE is a nice big dungeon crawl but not particularly innovative. IMHO, of course. [/QUOTE]
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So, what makes 1e adventures so great?
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