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What adventure module defines D&D to you?
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<blockquote data-quote="ExploderWizard" data-source="post: 5016729" data-attributes="member: 66434"><p>I don't think the space was wasted considering that T1 was written as a prelude to TOEE. The amount of detail for a village really depends on what the players want out of the game. If relationships with the villagers and repeated contact with the village will benefit the play group then the detail may come in handy. If the village just serves as a place to rest, dump loot, and aquire quests then all the detail may be meaningless. </p><p> </p><p>I like the fact that it is there. Detail is easier to ignore than create consistently on the fly. </p><p> </p><p>I am getting a lot of use out of all the detail included in Return to B2 that I'm using in my current campaign. All the keep inhabitants have names, and many of them have notes about thier personality and how they are connected with others. It was a great ready made community for me to begin adding my own creations to. The info already provided has served up some great adventure hooks and the relational notes serve as a general backdrop for the schemes and plans I tossed in. </p><p> </p><p>Its fun for me as a DM to have a fully functioning community with all kinds of plans and operations going on that the players can get involved in if they desire. There is a bit of variety to the campaign when the PC's happen to stumble upon events taking place that are not really evil/ save the world type things. Getting involved with these schemes on one side or another has consequences that may have a major impact on more world shaking matters. </p><p> </p><p>Detailed information about people and places is the seed that grows all that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5016729, member: 66434"] I don't think the space was wasted considering that T1 was written as a prelude to TOEE. The amount of detail for a village really depends on what the players want out of the game. If relationships with the villagers and repeated contact with the village will benefit the play group then the detail may come in handy. If the village just serves as a place to rest, dump loot, and aquire quests then all the detail may be meaningless. I like the fact that it is there. Detail is easier to ignore than create consistently on the fly. I am getting a lot of use out of all the detail included in Return to B2 that I'm using in my current campaign. All the keep inhabitants have names, and many of them have notes about thier personality and how they are connected with others. It was a great ready made community for me to begin adding my own creations to. The info already provided has served up some great adventure hooks and the relational notes serve as a general backdrop for the schemes and plans I tossed in. Its fun for me as a DM to have a fully functioning community with all kinds of plans and operations going on that the players can get involved in if they desire. There is a bit of variety to the campaign when the PC's happen to stumble upon events taking place that are not really evil/ save the world type things. Getting involved with these schemes on one side or another has consequences that may have a major impact on more world shaking matters. Detailed information about people and places is the seed that grows all that. ;) [/QUOTE]
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What adventure module defines D&D to you?
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