How cool is this? Oh, wait. The original module is still played today by die-hard fans. I have fond memories of the original. Let the search begin.
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Advertise with Us. Remember Me? General Rules. Page 1 of 2 1 2 Last Jump to page: Results 1 to 10 of Thread Tools Show Printable Version. Interestingly, it's not the first version thereof - Mearls did one for the RPGA last year, and it was a blast to play. Alas, this time things suck. You see. The idea of playing T1 in 4E obviously capitalizes on playing it with minis on a map. So they provided DDM maps to scale - printed in colour with high production values. Recommendable for their usability for players interested in using them for their 1E or 3E games.
Or so I thought. The entrance room, right after crossing the drawbridge, should be 12 by 12 squares. It's now 8 by 8. Same for all the other rooms. All dimensions shrunk by a third.
There's a hilarious 3 by 3 squares room in one corner. The tactical usability of such rooms for 4E play is practically nil - it's all window dressing. What used to be a dungeon even before the module hit underground in T1 is now a single encounter. And messing with the scales sort of beats the whole point of revisiting the moathouse for 4E.
I mean, what's the point of having a DDM-map, of apparently high production quality, for an old, classic module when you shrink it so drastically as to make it into something else?
I'm lost. Mearls' "Return to the Moathouse" respected the room measurements of the original. Since Andy Collins didn't respect the room measurements this time, not only will whatever he did be something entirely non-related to the original which I'm actually ok with. Also, the re-usability of the maps when running some genuine T1 Moathouse encounters, replete with nostalgia and all, has just been tossed out of the window.
For no good reason. Not that I mind WotC doing an adventure - moreover, a free one! But if they were going to shrink the moathouse into an altogether different dungeon, they might as well have done a fresh one. Not that you can't redesign a classic dungeon for 4E. Mearls' moathouse is ample proof of that. But honestly, people.
You wanna run the Moathouse in 4E, give Andy Collins a pass and head over to Daniel Rivera's beautiful maps - in perfect scale, both to miniature play and in loyalty to the original: Surface Underground. Please observe our d20 Code of Conduct!
A great RPG blog not my own. Originally Posted by Lawbag. Is it fair to say that a fairly large percentage of gamers have at least played through this adventure, but how many would actually notice?
I do have problems with descriptions for some published adventures in that the descriptions bare little relation to the actual maps. Not to be too snarky, but this sounds like what happens to projects based on older products when you have a regular turnover of your creative staff. Things fall through the cracks as people work on products which are based on previous products they have never known. Originally Posted by Windjammer. Originally Posted by thedungeondelver.
A 4e module! Throughout the s, the game experienced remarkable growth. Novels, a cartoon series, computer games, and the first campaign settings Forgotten Realms and Dragonlance were released, and in the lonw-awaited second edition of the game. In the mids, Gary Gygax formed a small group of wargamers who met regularly and set out to publish new wargames.
This led to the development of the Chainmail miniatures rules, and by , Gygax added supplemental rules that expanded the game to include fantastic creatures such as elves, dwarves, and monsters. In , Dave Arneson came to Gygax with a new take on the traditional wargame. Gone were the massive armies. Each player had a single character, like the heroic characters in Chainmail. A story teller ran the game, unfolding a narrative in which the players were free to choose their own course of action for their characters.
This was a cooperative experience, not a competitive wargame, in which the players joined forces to defeat villains and gain rewards. This combination of miniatures gaming and play er imagination created a totally new experience.
Sales rose rapidly and the game became a phenomenon. The s continued to see remarkable growth for the game, and new initiatives started during this decade. In , TSR changed hands. Wizards of the Coast, makers of the phenomenal trading card game Magic the Gathering, purchased the company and moved most of the creative staff to its offices in Washington state. Last edited by Windjammer; at PM.
Reason: format "Role-playing as a hobby always has been and probably always will be the demesne of the idle intellectual, as roleplaying requires several of the traits possesed by those with too much time and too much wasted potential. That comparison is totally apt, since it's demonstrably an editorial mistake, not a gesture of sleight or malice. That rug really tied the room together, man.
I have a really hard time getting worked up about a change in scale that if anything seems to make it more plausible - a 40'x40' entrance chamber is still very big, but a lot more believable than a 60' chamber. If anything the problem is 4e's reliance on vast 'movie sets' to function. Page 1 of 2 1 2 Last Jump to page:. All times are GMT The time now is AM. All rights reserved.
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I just got mine in the mail from the Wizards Play Network yesterday. I was just wondering if anyone else has got it and had a look at it. And yes it is set in Greyhawk though it also keeps the Points of Light feel. I have to say that though I don't haven't played any of the Temple of Elemental Evil adventures before, I'm familiar with them and I think the adventure is a nice tribute to them. It's actually inspired me to start doing a 4E game using adventures and locals from previous editions.