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Temple of Elemental Evil is the next Original Adventures Reincarnated
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<blockquote data-quote="fearsomepirate" data-source="post: 7978712" data-attributes="member: 7021420"><p>You have to do this to make TOEE work. If you run it with 5e assumptions, the adventure will fail, because slaughtering every monster in the dungeon via a reasonably metered-out sequence of relatively balanced encounters is just not at all how the dungeon is designed or intended to be played. The basic assumption of AD&D 1e is that the party is trying to get loot, and killing monsters is secondary. In 5e, if you manage to gank a tapestry worth 20,000 gp...so what? In AD&D, the tapestry is the point, not so much the giant using it as a blanket.</p><p></p><p>To make the incentives and risks play out in TOEE the way they're supposed to, you flat out have to give XP for loot. You can't use milestones or just monster XP, or it won't play right.</p><p></p><p></p><p></p><p>There's no script in TOEE to follow, so if you run TOEE by trying to read it as though it has one, the adventure will collapse after about 5 sessions, and your party will remember it as one of the most boring adventures they ever had. It is quite literally just a giant complex of rooms with descriptions. Your party might spend weeks in an area that has all of a single paragraph of description and a list of monsters they might encounter. </p><p></p><p>The point is, if you want to run this module and have any fun with it, you have to run the game like you're running AD&D, not in the sense of using its percentile charts or initiative system, but in the sense of taking on the job of breathing life into the descriptions and having the world react to what the players do. Otherwise, they're just slaughtering their way through one room after another until they run out of resources, which is really not how it's supposed to be run.</p><p></p><p>In fact, charging in with swords drawn should probably result in a TPK if you're running it right.</p></blockquote><p></p>
[QUOTE="fearsomepirate, post: 7978712, member: 7021420"] You have to do this to make TOEE work. If you run it with 5e assumptions, the adventure will fail, because slaughtering every monster in the dungeon via a reasonably metered-out sequence of relatively balanced encounters is just not at all how the dungeon is designed or intended to be played. The basic assumption of AD&D 1e is that the party is trying to get loot, and killing monsters is secondary. In 5e, if you manage to gank a tapestry worth 20,000 gp...so what? In AD&D, the tapestry is the point, not so much the giant using it as a blanket. To make the incentives and risks play out in TOEE the way they're supposed to, you flat out have to give XP for loot. You can't use milestones or just monster XP, or it won't play right. There's no script in TOEE to follow, so if you run TOEE by trying to read it as though it has one, the adventure will collapse after about 5 sessions, and your party will remember it as one of the most boring adventures they ever had. It is quite literally just a giant complex of rooms with descriptions. Your party might spend weeks in an area that has all of a single paragraph of description and a list of monsters they might encounter. The point is, if you want to run this module and have any fun with it, you have to run the game like you're running AD&D, not in the sense of using its percentile charts or initiative system, but in the sense of taking on the job of breathing life into the descriptions and having the world react to what the players do. Otherwise, they're just slaughtering their way through one room after another until they run out of resources, which is really not how it's supposed to be run. In fact, charging in with swords drawn should probably result in a TPK if you're running it right. [/QUOTE]
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