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Temple of Elemental Evil - expectations
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<blockquote data-quote="Philotomy Jurament" data-source="post: 5179908" data-attributes="member: 20854"><p>I liked Tsojconth. I never ran Forgotten Temple of Tharizdun in actual play, so I'll refrain from commenting on that. I'm generally positive on B2.</p><p></p><p>Like many of the published modules, Tsojconth was a tournament dungeon. I consider that a very different kind of dungeon from the larger campaign dungeon or megadungeon approach. A design that works for one doesn't necessarily work for the other. A tournament dungeon, or a non-tournament dungeon that uses a "lair dungeon" approach, is a much more contained adventure. Its scope is smaller.</p><p></p><p>I think the ToEE's failing is that it has campaign dungeon scope coupled with lair dungeon design. Can a good DM transcend that? Sure, if he's aware of the issue and is willing to put in the work. But it doesn't change the flaw, IMO.</p><p></p><p>Re: B2.</p><p></p><p>I generally like B2. I think its a good introductory module. I like the mini-sandox of the wilderness around the Keep. I like the presentation of the Keep as a safe base. The Caves of Chaos aren't an example of my favorite kind of dungeon design, but they're not terrible, either. They can be taken in bite sized chunks, and while each individual cave lair is pretty small and straightforward, taken together they give the players a lot of choices. The "humanoid bash" factor is a little high, IMO, but I can forgive that.</p><p></p><p>I actually prefer B1. What I've done in the past is use the Keep and its environs, but put B1 in the "Cave of the Unknown" and have rumors and such steer players that direction, first, rather than emphasizing the danger of the caves. While the players are busy exploring B1, I start increasing the raiding activity and such from the Caves of Chaos, so that by the time B1 has been fairly well looted, the PCs are ready to go tackle the Caves of Chaos.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 5179908, member: 20854"] I liked Tsojconth. I never ran Forgotten Temple of Tharizdun in actual play, so I'll refrain from commenting on that. I'm generally positive on B2. Like many of the published modules, Tsojconth was a tournament dungeon. I consider that a very different kind of dungeon from the larger campaign dungeon or megadungeon approach. A design that works for one doesn't necessarily work for the other. A tournament dungeon, or a non-tournament dungeon that uses a "lair dungeon" approach, is a much more contained adventure. Its scope is smaller. I think the ToEE's failing is that it has campaign dungeon scope coupled with lair dungeon design. Can a good DM transcend that? Sure, if he's aware of the issue and is willing to put in the work. But it doesn't change the flaw, IMO. Re: B2. I generally like B2. I think its a good introductory module. I like the mini-sandox of the wilderness around the Keep. I like the presentation of the Keep as a safe base. The Caves of Chaos aren't an example of my favorite kind of dungeon design, but they're not terrible, either. They can be taken in bite sized chunks, and while each individual cave lair is pretty small and straightforward, taken together they give the players a lot of choices. The "humanoid bash" factor is a little high, IMO, but I can forgive that. I actually prefer B1. What I've done in the past is use the Keep and its environs, but put B1 in the "Cave of the Unknown" and have rumors and such steer players that direction, first, rather than emphasizing the danger of the caves. While the players are busy exploring B1, I start increasing the raiding activity and such from the Caves of Chaos, so that by the time B1 has been fairly well looted, the PCs are ready to go tackle the Caves of Chaos. [/QUOTE]
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