by Jim Pinto
I think bloodshed is still the way to get dramatic change. That'll never happen because they've got all the guns now. At least they've got the nice guns, the big ones with night vision.
Thane is dead. Revel in the destruction of Iuz! Greyhawk has been saved! Praise this young Paladin for giving his life, so that a kingdom may live! Come. Let us erect monuments in his honor; retain bards to sing of his Valor; order scribes to record his deeds; inspire poets to write his tale; and consul priests and young heroes grief stricken over his demise! At least that's how I wish it had gone down. Those of you that read Issue 48 may recall my story of the Temple of Elemental Evil - a riveting tale of the grandeur that older scenarios provided for players. You may remember an eloquent treatment that discussed the great artistry of gaming and those noble predecessors to our modern intellectual hobby? No? You're right. There was no grandeur. Mostly, I whined about the silliness of diagonal walls. If you missed it, don't worry; this editorial isn't that bright anyway, so it won't be hard to follow. As I was saying, Thane is dead. With his death, we learned a lot about Dungeon Crawls. The impression I get when I read one of these Mega-Dungeons is that some designer wanted to say, "It's you vs. my new dungeon, kid! Think you've got what it takes? I'll tell you what! If you can beat this dungeon, I'll buy you an ice cream and I'll throw in a god of your choice as a henchman. How about it?" Somewhere (in a magical fairy land), bad DMs give out +4 swords with every dead ork, and rods of might may be purchased at roadside inns. These DMs get scared when their PCs are too powerful (duh!), so they usually developed cheesy instant death traps, and cursed magic items - perhaps one that would make the PC yearn for a giant drink of water? I never understood why so much power would be handed out in the first place, but whatever. When players have amassed too much power, the need to take it away becomes equally important. I seem to remember an old module where this great comet was coming to destroy the planet. In order to avert its course, ALL of the magic items on earth needed to be destroyed. You could just hand out erasers... [Meanwhile, back at the temple] To make our own story of TOEE unique, we decide to do things a little differently. First off, we added Storypath cards. If you haven't used these yet, I highly recommend their application in your games. They added a really neat dimension that would have been lacking otherwise. It took approximately 4 months, playing once a week, to finish this adventure. We enjoyed a lot about this adventure (despite previous accounts to the contrary), and often role-playing took precedence over creeping through the dungeon corridors. Two characters and two ork NPCs voyaged into this thing, and according to my estimates, about 7 or 8 months of these characters' lives were lost trying to destroy the temple and it's source of power. Let us not forget that the published timeline on this module required us to be done in only five months. Doh! In spite of it all, we finished, with a only a few setbacks (and one or two rewrites of AD&D physics). So, I've complied a list of warnings when entering any Temple with the word Evil in its title.
Oh yeah. The Tomb of Horrors wanks and you'll have to wait until Issue #52 to find out why... Back to Shadis #51 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1998 by Alderac Entertainment Group This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |