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General Tabletop Discussion
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Temple of Elemental Evil - expectations
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<blockquote data-quote="Lidgar" data-source="post: 5181312" data-attributes="member: 28334"><p>Regarding module organization - I agree that in large part, ToEE completely lacks it. It is difficult to cross reference defenses and reactions during play without bogging things down and some additional prep work on the DM's part. For me, this included labeling all of the rooms with their contents and preparing a master list of each faction's resources, bosses, locations, and strategies. However, I do not necessarily agree that bad organization = bad module, just as I would disagree with the position that good organization = good module. </p><p></p><p>(As a side note, I prefer modules that leave some work for the DM - I almost never run them as is. However, IMO exceptionally bad organization can definitely "kill" a module, especially if it has no other redeeming qualities.)</p><p></p><p>As I mentioned in a post before, I think the module really shines early on - especially T1 and the first three levels of the dungeon. It also introduces some interesting plot elements (the factions, solving the destruction of the skull, side treks, and the deep history of the temple adds additional dressings) and memorable charcters/NPC's. I feel that these elements outshine the poor organizational aspects of the module, and therefore, while not my all time favorite module, definitely ranks high.</p></blockquote><p></p>
[QUOTE="Lidgar, post: 5181312, member: 28334"] Regarding module organization - I agree that in large part, ToEE completely lacks it. It is difficult to cross reference defenses and reactions during play without bogging things down and some additional prep work on the DM's part. For me, this included labeling all of the rooms with their contents and preparing a master list of each faction's resources, bosses, locations, and strategies. However, I do not necessarily agree that bad organization = bad module, just as I would disagree with the position that good organization = good module. (As a side note, I prefer modules that leave some work for the DM - I almost never run them as is. However, IMO exceptionally bad organization can definitely "kill" a module, especially if it has no other redeeming qualities.) As I mentioned in a post before, I think the module really shines early on - especially T1 and the first three levels of the dungeon. It also introduces some interesting plot elements (the factions, solving the destruction of the skull, side treks, and the deep history of the temple adds additional dressings) and memorable charcters/NPC's. I feel that these elements outshine the poor organizational aspects of the module, and therefore, while not my all time favorite module, definitely ranks high. [/QUOTE]
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