From: covin@tartarus.uchicago.edu (David Covin)
Subject: Re: Adventure Modules
Organization: University of Chicago Computer Science
	<COVIN.92Sep9143343@despair.cs.uchicago.edu>
	<BuCKDF.s7@news.cso.uiuc.edu>
Date: Thu, 10 Sep 1992 19:48:53 GMT

In article <BuCKDF.s7@news.cso.uiuc.edu> rnmg1200@uxa.cso.uiuc.edu (A Lady and her Walrus) writes:

   In article <COVIN.92Sep9143343@despair.cs.uchicago.edu> covin@tartarus.uchicago.edu (David Covin) writes:
   >
   >Well, I don't have GDQ 1-7, and I don't know that T2-4 ever came out
   >individually (as opposed to in "supermodule" form); but I would have
   >called T1-4 a very impressive piece of work.  Not only did it contain
   >so many typos and typesetting errors as to be, in spots, almost
   >completely illegible-- it actually *added* typos and typesetting
   >errors not present in the original (T1) module.  Truly, a noteworthy
   >achievement.

   In the first place, there's no need to be sarcastic.  

But that's okay-- I *want* to be sarcastic. :)

       In the second place,
   I was only referring to the GDQ module.  

Ah, now that's my fault.  I understood that you were only referring
to GDQ; likewise, I was only referring to T1-4.  Guess I didn't
make *that* clear.  From your comments, it sounds like GDQ is well
put-together and might be worth getting even for me (though I have
the individual modules).  But I was very disappointed with T1-4,
and wanted an opportunity to bitch to the Net at large. :)  I meant
no disparagement of your opinions.

     I did have a couple of
   complaints, but this was mostly with the design of the module itself, which
   dates back to the originals (where else can you find a hammer of thunderbolts,
   gauntlets of ogre power, and a girdle of giant strength, all in the same 
   series of modules? ...)

I don't remember the girdle in Lolth's palace; but I believe the 
hammer of thunderbolts is in an extremely well-hidden treasure
chest whose location is not essential to the PCs continuing their
quest.  (Perhaps I misremember.)  In any case, the combination is
a possible one, something PC fighters will lust after hopelessly
as soon as they see the hammer, and... still, maybe not too much,
for one who has challenged a god in her home and lived.  If they
get that far, maybe they deserve it.

My problem with the set was entirely with Q1.  The PCs are ordinary
mortals, taking on a god.  In her lair.  They should have the
incredible good fortune to escape with just their lives, only if
1) they fall down and worship her, forsaking all other deities--
and then only if she's in a good mood and they grovel most sincerely
and pleasingly (this is not a very heroic option), or 2) by a feat
of planning and luck, they manage to annoy her enough that she dumps
them in the maelstrom, and their gods decide to save the PCs' asses.
Not only does it seem troublesome for mere mortals to have any chance
of threatening a god physically, but if you give Lolth the "standard
deity powers," they don't.  One of the powers is instantaneous no-
error teleport.  Lolth need fight the PCs only if and for so long as
she deigns to allow it.

As with Ravenloft, I couldn't really see how the PCs were supposed
to live through the adventure, let alone win...

--
David Covin                           covin@despair.uchicago.edu