I understand that the premise is to have the DM figure out the story bits for himself, but that kind of defeats the purpose of a pre-written module in the first place.
"NOTES FOR THE DUNGEON MASTER
The basic instruction book for DUNGEONS & DRAGONS@ Game has given you the information necessary to understand this game and start play. This module is another tool.
It is a scenario or setting which will help you to understand the fine art of being a Dungeon Master as you introduce your group of players to your own fantasy world, your interpretation of the many worlds of DUNGEONS & DRAGONS@ Adventure. THE KEEP ON THE BORDERLANDS is simply offered
for your use as a way to move smoothly and rapidly into your own special continuing adventures or campaigns.
Read the module thoroughly; you will notice that the details are left in your hands. This allows you to personalize the scenario, and suit it to what you and your players will find most enjoyable."
- page 2
B2 is a starter module for inexperienced / first time DM's. Something that seems to be regularly overlooked in it's criticism either to score cool points or because the people criticizing the module havent actually READ the module.
Theres a big difference between a low level module like U1, which was written for experienced DM's for Advanced Dungeons and Dragons and a starter adventure like B2 which was written for Basic Dungeons and Dragons.
It says it right there on the cover:
"INTRODUCTORY MODULE FOR CHARACTER LEVELS 1-3
It has been specifically designed for use by beginning Dungeon Masters so that they may begin play with a minimum of preparations."
I mean the first four pages are centered around getting a first time DM situated with titles like NOTES FOR THE DUNGEON MASTER (which is par for the course but compared to other modules out at the time this section is really hand holdy), USING THE COMBAT TABLES, MOVEMENT IN COMBAT, HOW TO BE AN EFFECTIVE DUNGEON MASTER, TIME, DIVIDING TREASURE AND COMPUTING EXPERIENCE and PREPARATION FOR THE USE OF THE MODULE.
I use pre-written adventures all the time and I'd argue that if you still dont read through it and personalize things for your group / players then you're doing a pretty crappy job of DMing. The map is not the territory.
I'd much rather spend my creative energy writing my own adventure from scratch than trying to make sense of this mess of a dungeon.
Yes and back when I was 12-13 years old B2 helped ease me (and I'm guessing quite a few others) into that.
You know everyone likes to pretend that they were some adventure writing idiot savant back then. But most of the games that I played in and even the ones that I wrote myself back in those days were pretty BAD. The most fun that I had in the early days were playing Isle of Dread, The Sinister Secret of Saltmarsh, White Plume Mountain , Village of Hommlett (there WAS no Temple of Elemental Evil yet when I started...) Against the Giants and Ghost Tower of Inverness. It was a rare thing playing in someone's home brew where it was actually good and imaginative and original. Most of it was people trying to run some variation Hawk The Slayer, LOTR, Beastmaster or Conan with their own personal spin on things.