I figured there are folks here who played the original KotB pen and paper module and could explain to me why it's so popular? I'm about to start a new pen and paper group with some friends, so I've been looking at low level adventures, and since KotB appears in just about every list of "best" or "favorite" modules, I read it. Like every D&D module, it needs a lot of fleshing out by the DM, especially if the party and the monsters don't just blindly attack each other. I understand that the non-linear dungeon layout, where monsters do not progressively get stronger, is great (and was innovative at the time), and I'm sure there are some nice OMG moments (owlbear?!), but just what makes it so very great? Especially from the point of view of roleplayers who might be looking for a little more than just hack 'n slay? To the people who remember it fondly, do you think that's mostly nostalgia, or does the module actually warrant that much merit on its own?
The thing about KotB was it came with the box set game. There wasn't a whole lot else to play in those times. I wasn't impressed and didn't really care for it. I still have 2 of the original modules in a box in the basement, but I have no desire to DM it. The co8 mod is much better. It's all a matter of opinon.
Cetali, It's all about the first time. B2 was the first pre-packaged module most D&D and AD&D players experienced. The bright purple cover and great art by Jim Roslof was state-of-the-art stuff back in the day. To answer your question: Yeah, it's a good deal nostalgia, and B2 needs a lot of fleshing out. But that was the deal during the boxed-set era; a loose frame-work for DMs to populate. There weren't any total world pre-packaged campaign settings to purchase except for Greyhawk. The DM had to decide whether the Keep was really on the Borderlands, or incorporate it into their own campaign. I started many a dungeon simply appearing at the entrance of a dungeon ready for action. No towns, downtime, or world outside of the underground. Eventually, the hack'n'slash adventures get old, and true role-playing begins. Do what you want w/ it. Have fun. That's what it's all about.
From the Basic/Expert set, B3 Palace of the Silver Pricess is one of the best of the B - X series of modules. From 1st edition, I can remember only two start-up modules levels 1-3. T1 The Village of Hommlet (had to wait 5 years for the Temple of Elemental Evil to be released). There was also the British series U1 the Sinister Secret of Saltmarsh which was followed (in a timely manner) by U2 (major diplomacy potential) and U3 (underwater combat!!!). I just DMd the U series in recent times and that was amazing -again! That said, I am amazed by how well Troika and Co8 fleshed out Hommlet and Nulb.
I've read a couple of the old modules by now, and Sinister Secret of Saltmarsh seems pretty good (haven't read the sequels yet), but so far I like Against the Cult of the Reptile God best. The village part should provide for nice roleplaying full of creepy atmosphere and paranoia. The finale will need some adjusting so a low level party really can handle it (especially if you don't want to leave everything to that NPC wizard), but that's pretty much true for all these adventures. I always wonder if groups really used to be that large back in the day, or why all these modules were designed for parties of 5-10 characters instead of 3-6.
Ah, the Reptile God. I DMed that one in recent times as well to a party of 3 3rd level guys with a few wardogs. I put the finalle battle inside the church dungeon because I didn't like the dungeon crawl in the swamps. And in that group, the wizard NPC (barely) saved the day. But, he was also a liability at some parts. I modified the rules for aged characters: Venerable ones can only take single actions, which I think fit in with the spirit of the DM notes of that module.