RangerWickett
Legend
The first D&D game I ever ran was Night Below: An Underdark Campaign. The adventure path was written for 2nd edition, and it ranged from a surface abduction mystery to a subterranean conspiracy to rule the world.
I ran it with two friends who played two PCs each, all of us in 8th grade. We just loved killing stuff with dice, and the roleplaying was pretty secondary. We didn't care that you never met the villain until the final encounter, or that you never went back to places you'd visited before. For us, it was enough that there were multiple 'stages' with different types of enemies for us to fight.
If I were to run it today, with my modern conception of 'good design,' there'd be a lot more looping back, and the 'stages' would at least have mini-boss monsters, or different gameplay hooks (in this cave, there's poison gas, and one PC has to carry an object that protects you all but prevents him from attacking; or the kuo-toa city's water pipes can be turned on or off to alter terrain and hit enemies; etc.). And if you didn't meet the villain, at least you'd know his name, and he'd have a personality other than being a big wad of hit points with spells.
I wonder, if I as a teenager played an adventure path that I as an adult would design today, would I enjoy it? Would there be too much plot and pre-staged stuff distracting from leaving things open for the players to try weird things as they went? Would the adult-me designer include a sidetrek to a cave full of exploding fungus ruled by an insane drow mushroom-mage (which would prove instrumental in teen-me's players' victory when they used Item to reduce the exploding spores in size, then put them into glass jars strapped to the ends of arrows, creating makeshift SCUD missiles)?
So did you play Night Below? Or any other module that you think wouldn't live up to modern ideas of quality, but that you still loved the hell out of?
I ran it with two friends who played two PCs each, all of us in 8th grade. We just loved killing stuff with dice, and the roleplaying was pretty secondary. We didn't care that you never met the villain until the final encounter, or that you never went back to places you'd visited before. For us, it was enough that there were multiple 'stages' with different types of enemies for us to fight.
If I were to run it today, with my modern conception of 'good design,' there'd be a lot more looping back, and the 'stages' would at least have mini-boss monsters, or different gameplay hooks (in this cave, there's poison gas, and one PC has to carry an object that protects you all but prevents him from attacking; or the kuo-toa city's water pipes can be turned on or off to alter terrain and hit enemies; etc.). And if you didn't meet the villain, at least you'd know his name, and he'd have a personality other than being a big wad of hit points with spells.
I wonder, if I as a teenager played an adventure path that I as an adult would design today, would I enjoy it? Would there be too much plot and pre-staged stuff distracting from leaving things open for the players to try weird things as they went? Would the adult-me designer include a sidetrek to a cave full of exploding fungus ruled by an insane drow mushroom-mage (which would prove instrumental in teen-me's players' victory when they used Item to reduce the exploding spores in size, then put them into glass jars strapped to the ends of arrows, creating makeshift SCUD missiles)?
So did you play Night Below? Or any other module that you think wouldn't live up to modern ideas of quality, but that you still loved the hell out of?