EX1 and EX2....Did anyone ever run these? Were players really clamoring for a D&D type adventure based on Alice and freaking Wonderland? IN TWO PARTS!!!!! To think that Gary wasted time on these when he could have been releasing actual playable material.
dathon wrote:Badmike wrote: Actually, I'd rate Ruins of Undermountain one of the best RPG products ever released by not just TSR, but any company. Different strokes I suppose. I mean cmon, it was four gigantic maps of three levels of a superdungeon with dozens of the rooms detailed plus plenty of room to place your own encounters. Not to mention pages and pages of supporting material, treasure cards, new monsters, campaign and adventure hooks, entire adventures, very detailed areas, etc. I'd rather have lots of blank areas where you can develop your own ideas than pages and pages of monster listings...besides, I like to personalize anything I run almost to the point if a player bought the same item he would be clueless to what follows. With just this boxed set, FR1 Waterdeep and the North accessory, and the Volo's Guide to WD plus many of my own materials, I ran a 3 and a half year campaign adventuring every week or so where the party only left the environs of the city/UM dungeon one time (twice, if you count the time they accidentally took a gate to a lich-haunted castle on a distant island....and hastily jumped back through the gate after getting their ass kicked). By far the most fun and interesting campaign I've ever run.... My vote for worst products goes with the useless 2 volume Magic Encyclopedias and the geek a rama AD&D player plastic suitcases (both covered in depth by another poster)Mike B.Making maps of empty rooms is the easy part, filling them is the hard part. 80% of the maps had no content provided in the product, even though the blurb on the back of the box described it as a complete product. And it's even more difficult to fill a map of empty rooms that someone else draws up than if I did it myself. I knew what I was trying to do when I draw up a map, but I haven't a clue what the original mapmaker was thinking when he puts rooms all over the place. And Undermountain is actually not an easy dungeon to fill, and have it make some sense. There's not much rhyme and reason to the place's raison d'etre, except that Halaster is mad and just keeps filling up the rooms after adventurers come through. One of the reasons I bought the produce in the first place (besides to collect it) was to find out how the designers would pull off such a massive dungeon and have it make some sense. But, instead, they dodged the whole issue by leaving 80% of it empty. Uh, guys, I just plunked down $20, please give me a complete product as you described it on the back of the box, thanks. As for the monsters and magic items, there are plenty of other products to find those, but a truly massive and fabled dungeon that is fleshed out... well, there are not many of those. The 20% of the rooms that were fleshed out looked interesting; it's too bad TSR dropped the ball and didn't flesh out the rest (or at least 50% of it anyway, geez...). The first Undermountain box set is the worst D&D module ever in the sense that it was woefully underdeveloped and incomplete. Even something as bad as Gargoyle could at least be run, even though it would still suck. My two coppers...
Badmike wrote: Actually, I'd rate Ruins of Undermountain one of the best RPG products ever released by not just TSR, but any company. Different strokes I suppose. I mean cmon, it was four gigantic maps of three levels of a superdungeon with dozens of the rooms detailed plus plenty of room to place your own encounters. Not to mention pages and pages of supporting material, treasure cards, new monsters, campaign and adventure hooks, entire adventures, very detailed areas, etc. I'd rather have lots of blank areas where you can develop your own ideas than pages and pages of monster listings...besides, I like to personalize anything I run almost to the point if a player bought the same item he would be clueless to what follows. With just this boxed set, FR1 Waterdeep and the North accessory, and the Volo's Guide to WD plus many of my own materials, I ran a 3 and a half year campaign adventuring every week or so where the party only left the environs of the city/UM dungeon one time (twice, if you count the time they accidentally took a gate to a lich-haunted castle on a distant island....and hastily jumped back through the gate after getting their ass kicked). By far the most fun and interesting campaign I've ever run.... My vote for worst products goes with the useless 2 volume Magic Encyclopedias and the geek a rama AD&D player plastic suitcases (both covered in depth by another poster)Mike B.
zander wrote:EX1 and EX2....Did anyone ever run these? Were players really clamoring for a D&D type adventure based on Alice and freaking Wonderland? IN TWO PARTS!!!!! To think that Gary wasted time on these when he could have been releasing actual playable material. (Dis)honourable mentions go to WG9, WG10, I11 (the worst thing Frank Mentzer ever wrote) and N4. Did anyone actually enjoy N4?
Badmike wrote:I can actually fill up ten posts with examples of $20 (not to mention $25, $30, $40 and $50) products that cannot be used, but truthfully ROM was not one of them. I found placing my own encounters...hell, my own entire adventures....within the framework of the dungeon challenging.
Badmike wrote:I created my own backstory (Halaster was a legend that didn't exist, and the true purpose of the dungeon was even more sinister...).
Badmike wrote:The idea of a 1000+ room dungeon being placid enough to place 1000's of set encounters is ludicrous...such a structure would be more fluid, with small power bases, random type encounters, and targets of opportunity (roving bands of deadly creatures). I think you missed the entire point of the product,
Badmike wrote:but I've always been surpised (even sometimes shocked) by DM's who run prepackaged modules absolutely exactly as written, with not even an iota of imagination or ingenuity involved.
Badmike wrote:Which is why there are tons of crappy DMs out there, myself not being one luckily. I mean, technically, S2 White Plume Mountain give the characters involved one of the most overpowered and campaign wrecking magic items ever devised...and so most of my contemporaries had their campaigns immediately wrecked after they ran the module and characters decided to keep Stormbringer....err, Blackrazor I mean...for themselves. Many of them just shook their heads with glum resignation as they told me the story. They were so locked into running the adventure as written they allowed it to destroy whatever campaign they had running..when the solution was as simple as having the item work differently than written, or having it stolen from the PCs almost immediately by a more powerful being, or having it corrupt and destroy the wielder after a short period of time...in short, something anyone with imagination and vision would have come up with.
Badmike wrote: As relating to ROM, I guess I like a basic structure, plotline or locale with some specific encounters, characters or the like, and I enjoy working up the rest myself.
Badmike wrote:Then again, I have quite an imagination, and have been told by almost everyone I've DMed the last 25 years that I'm the best DM they have ever had. If I could turn the worst D&D module ever into a three and a half year campaign for 7 players and 17 adventuring characters, then I guess I'll accept my gold medal....damn, I have got to start charging these guys for my services any day now.
Badmike wrote: BTW, if you wanted a superdungeon fleshed out entirely room by room, there was always WGR1 Greyhawk Ruins. Now, THAT was a piece of shit, and a good example of why what you wanted doesn't work.
nn wrote:Second Edition AD&D. Not because its bad per se: if you gave me amnesia and showed me both AD&D ruels I might even prefer 2E to 1E. No, what sucks so much is the sheer cheek of T$R trying to make you spend vasts amounts on a "new" game which was in fact 99% the same as the old one.
dathon wrote:WGR1 was not one of the best, but at least it was runnable with some reworking. RoM gives one practically nothing to start with. There's no point to the product. And the product could have been done well if they put together something such as you did for your campaign. Your post answered your own question of how RoM could have worked as a product.
Badmike wrote:Well, we can agree to disagree on this one I guess. Maybe you are partially right, in no way was ROM a "Open the box and play" type adventure...I think it did require at least a bit of preparation, and was definitely not for a beginning DM or for someone willing to at least work up a plausable back-story or campaign thread. There was an element of preparation that had to be done, true. And I know from times when I was swamped with work or school the last 20+ years you can't always do as much preparation as you would like. But cmon, there wasn't at least $20 worth of playability there? I can name several different areas without even digging out the box....the Beholder slaving camp, the Dark Tentacles lair, the Yuan ti stronghold, The Stalking Sword evil adventuring group's lair, Lord Hund's tomb, the Black Viper's lair...that you could completely pull out of the product and use as either a mini-adventure or as part of a larger complex.
Badmike wrote:But in defense, I've dug out the old Dragon Mountain boxed set, and reading it over, it would take hours and hours to also make that over into some kind of structure I (or anyone else as far as I can see) could run, and that's even more detailed than ROM.
Badmike wrote:I was very disappointed in WGR1 because rooms are often nothing more than lists of monsters and their stats, I guess I was expecting something different, like you were with ROM.
Badmike wrote:And your point was well-taken about ROM working better as a product with more insight, years later I found a website where gamers were asked to leave complete descriptions of different room encounters that could be found on different levels of UM. I think it ended up being several dozen rooms/encounters fully fleshed out. Maybe if TSR had solicited from the public at large (though this was in the T$R days when merely posting what would be today considered a blog that mentioned D&D would lead to a legal challenge) they could have filled another 20%-30% percent of the rooms indicated and made for a more detailed product.
Badmike wrote:BTW, curiously, did you ever look at the Ruins of Myth Drannor boxed set? You must have REALLY hated that one...even less detailed than ROM and covering even more territory!!!!
dathon wrote:Badmike wrote:BTW, curiously, did you ever look at the Ruins of Myth Drannor boxed set? You must have REALLY hated that one...even less detailed than ROM and covering even more territory!!!!I have it but never looked at it in any detail. By that time the precedent had been set that FR box set adventures would usually be "incomplete." RoMII was an exception to this, though the quality was nowhere near what was in the original RoM. Another FR box set that really irked me was Menzoberranzan. It was one of the first $30 box sets, and supposed to be a complete look at a Drow city, but it didn't even contain a map grid of this "small" Drow city. I was expecting something along the lines of the City of Greyhawk box set with a big map of the city and all the most important establishments, businesses and city buildings labeled with descriptions, but instead I got a two paragraph excuse in one of the booklets that the designers were not going to do that because it would take up too much space. Instead they provided me with a ton of narrative that I like to create myself.
N4. Did anyone actually enjoy N4?
Speaking of useless products and boxed sets, is there any sane reason why TSR placed the entire D&D campaign series (Basic, Expert, Companion, Master and Immortals) in boxes? These were all just two slim booklets which could have all been combined into one really useful rulebook or boxed set, instead of having to pay $18 or so each for all five boxed sets. For god's sake, none of these even had a map inside!!!!
zander wrote:N4. Did anyone actually enjoy N4?Whoops. I meant N3. Now that was a stinking pile of cr*p. My group actually had someone walk away from the table out of sheer boredom when we played that one. Then they reprinted it for 2E. Whose bright marketing idea was that?N4 wasn't bad - although it took some work on the part of the DM....
Badmike wrote:Speaking of useless products and boxed sets, is there any sane reason why TSR placed the entire D&D campaign series (Basic, Expert, Companion, Master and Immortals) in boxes? These were all just two slim booklets which could have all been combined into one really useful rulebook or boxed set, instead of having to pay $18 or so each for all five boxed sets. For god's sake, none of these even had a map inside!!!!Mike B.
bbarsh wrote:The Rules Cyclopedia is actually my favorite version of any D&D/AD&D game with the exception of 1st edition.If you have never read the book - and I don't think too many people have - take a look, you'll be interested. The mechanics are great, the rules are streamlined and remarkably sensible. I have always thought it was AD&D first edition - reduced calorie version!
darkseraphim wrote:Castles & Crusades, the new Gygaxian game, is going back to AD&D / Rules Cyclopedia basics, and the playtesters seem really excited about it. You can follow the tester threads at ENworld and such.