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Original D&D Discussion :: Dungeons & Dragons (1971-1978) :: The Underworld & Wilderness Adventures (1974) :: Exemplary Module
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dwayanu
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 Re: Exemplary Module
« Reply #15 on Jan 30, 2008, 4:24pm »

B1 remains for me a great example of dungeoneering. I find the Caverns of Chaos in B2 rather dull by comparison, but think a base of operations such as the Keep (or a village a la Hommlett) would be a good addition to an introductory set.
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 Re: Exemplary Module
« Reply #16 on Jan 31, 2008, 12:13am »

Hommlet itself it just bursting with AD&D/WoG flavor. The Keep, though designed later, I think is a more suitable fit for OD&D.

Okay, now, forgetting the whole introductory aspect, so regardless of level and pedagogical concerns, what module best exemplifies the OD&D spirit?
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 Re: Exemplary Module
« Reply #17 on Jan 31, 2008, 8:58am »

I have trouble thinking of a better choice than Jaquays' Dark Tower. But picking one is almost a mistake - the OD&D spirit is that there are a whole lot of good ways to do things!
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 Re: Exemplary Module
« Reply #18 on Feb 2, 2008, 1:18pm »

I adore Dark Tower! I had delightful experiences running it with three incarnations of rules (from pure D&D to pure AD&D). It's the closest thing IME to a proper ("mega-") dungeon in published form.

Greyhawk Ruins (the serious 2e attempt, not the abysmal "parody" of Castle Greyhawk) turned out to be a contender in my book once I actually gave it a fair chance.

Throne of Bloodstone (the module for 100th-level characters, if you like) was also a blast -- but maybe more from developments in play than from the scenario as written. It scratched an itch started with the "Paladin in Hell" illo in the PHB.

G1 left me lukewarm, but by the time we got to D1 I was hooked.

The Temple of Elemental Evil seems to call for some DM skill to pull off well; campaigns IME have varied greatly in interest.

Appreciation of the Tomb of Horrors (even after a TPK) seems to me a sign that one at last "gets" D&D.

Personally, B1 had the most profound effect on my perception. I am still learning not always to pack in so much descriptive detail, but I keep turning to Quasqeton as a touchstone. If a session evokes the flavor of those first forays, then it's bound to be pretty good!

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 Re: Exemplary Module
« Reply #19 on Feb 4, 2008, 12:57pm »

I think I would have to vote for B1. I definitely had fun with B1, but found B2 pretty boring.

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 Re: Exemplary Module
« Reply #20 on Feb 4, 2008, 5:22pm »

I've always liked linking B1, B2, & B3 (even in all it's weirdness) together as a sort of "mini-campaign". I find B1 is a great tool for the burgeoning DM (or a good refresher for someone who hasn't DM'd in a long time [I did that myself]). B2 is great for "cherry" players (a little dull, but spicing it up is easy), & B3 is a good one to end the "teaching" tool aspect of these 3 modules (almost like a really bizarre final exam...). ::)
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 Re: Exemplary Module
« Reply #21 on Feb 5, 2008, 10:11am »


Quote:
I have trouble thinking of a better choice than Jaquays' Dark Tower. But picking one is almost a mistake - the OD&D spirit is that there are a whole lot of good ways to do things!

Actually, Dark Tower was written for AD&D so the power mix is a bit off for a standard OD&D game.

I'd agree that DT would be a mistake, not because it's a bad module (it was picked by Dragon mag as one of the 30 best of all time) but because it's a pretty advanced module for an introductory boxed set game.
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 Re: Exemplary Module
« Reply #22 on Feb 5, 2008, 2:08pm »

Man, I’m looking at it again, and there really couldn’t be a better complement to OD&D than FFC.

I know! I’m starting to sound like a broken record!

If not FFC, then probably nothing. Any additional product beyond OD&D itself really suggests what to do with OD&D, whereas OD&D by itself I imagine just opens the floodgates for the imagination. Regards.
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 Re: Exemplary Module
« Reply #23 on Feb 5, 2008, 4:49pm »

Fin,

Sort of. I agree that it's not a good choice for an intro module but I was responding to the poster above me who said 'forget the whole introductory aspect'. (My intro module recommendation is Tower of Zenopus.)

Also, DT is a transitional work - it says AD&D on the cover but not everything in it is actually AD&D stats. If you look at the magic swords in the module for example they're designed for OD&D. There are some other OD&D statted things in there as well. They did a conversion in order to get it out for AD&D fast (I confirmed this in conversation with Jaquays).
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 Re: Exemplary Module
« Reply #24 on Feb 7, 2008, 3:45am »


Quote:
How about Judges Guild's (unkeyed) Dungeon Level Maps I 1-5? To me something like this is much more suited to the open-ended DIY spirit of OD&D than any finite, pre-defined module could ever be...

This, or a similar set, maybe with a sheet or two of example rooms to start a novice referee's mind going. In fact, the first Hungarian RPG did it in a pretty cool way: the first few rooms of the starter dungeon were described in detail (like in a TSR module from the early period), later ones were much more sparse, and the final level was just a map with a short list of suggestions for what may be going on there, with everything else left to your imagination.

More examples of adventure design and other aspects of refereeing could of course be included in the hypothetical rulebooks themselves.
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 Re: Exemplary Module
« Reply #25 on Feb 7, 2008, 3:51am »


Quote:
Okay, now, forgetting the whole introductory aspect, so regardless of level and pedagogical concerns, what module best exemplifies the OD&D spirit?

And that would be Realm of the Slime God.
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 Re: Exemplary Module
« Reply #26 on Feb 11, 2008, 12:12am »

I love the B series, and the G series is what the essence of D&D is all about. All former problems and virtues with these aside, I am hard pressed to choose them. Some of the best small dungeons written were in the early issues of White Dwarf. Most of these definately fill the need of short, fun, and concise. The plus is that they can be plunked down into any world. Some of the Fiend Factory monsters were great inspirations too.
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 Re: Exemplary Module
« Reply #27 on Feb 11, 2008, 12:50pm »

I'd include B1 (but filled out - or at least with a sheet that is an example of it filled out) as well as either a few unfilled sample dungeon maps (like the Judges guild ones) or dungeon geomorphs.

What B1 does better than any other module I've seen is give an introduction to the various *types* of things that you could expect in a dungeon (e.g. one-way secret doors, teleporters, traps of various kinds, etc) without being *too* deadly. It give the DM an idea of what kinds of things work, and the players an idea of what to expect. It sets the tone.

I like the idea of it being pre-filled though so it can be picked up an played. It defeats the purpose or an example, to some degree, if it's not already filled in.
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 Re: Exemplary Module
« Reply #28 on Feb 12, 2008, 8:37pm »


Quote:

Quote:
Okay, now, forgetting the whole introductory aspect, so regardless of level and pedagogical concerns, what module best exemplifies the OD&D spirit?

And that would be Realm of the Slime God.


Based upon melan's comment I got out my Dungeoneer compilation and re-read the Slime God material. I'm having trouble disagreeing with him.
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 Re: Exemplary Module
« Reply #29 on Feb 13, 2008, 6:31pm »

In which issue of that magazine was it published??

Can't find it!
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