Module B10, Night's Dark Terror, bills itself as a "Special Basic/Expert Transition Module for Levels 2-4". In the module's introductions, it explains what this means:
That's right. Basic Play is playing a module with a plotted "Adventure Path" while Expert Play is open-ended "Sandbox-Play". This module is meant to teach DMs to run a sandbox game. To do this, NDT provides extensive maps, weather tables, settlement descriptions, and many NPCs.
Structure

Additionally, if the goal is that NDT will eventually be run as a sandbox, then the structure is all wrong. I want to be able to easily look-up settlement descriptions, not have to go back and page through the Adventure Path Plot to find them. I would rather NDT had put all the setting info in the back in reference form, and refer to it in a much shorter adventure-path section. This might be a little bit harder for novice DMs, but it would be much more instructive in showing how a sandbox is run.
Other Details
That said, I like Night's Dark Terror, to the point that it's one of my favourite TSR modules, up there with B2 Keep on the Borderlands. Here are some other things I like about it:
- Goblin Tribes- there are multiple goblin tribes, with tenuous alliances and distinguishing characteristics
- There are different human groups, with very different cultures
- There are new monsters, so ultimately this is a setting with it's own feel, while at the same time not being so far from classic DnD
- There's a nasty, Lovecraftian "Boss Monster" known as the "Thing in the Pit"
- The PCs are often confronted by adversaries who aren't absolute "bad guys" so it makes for interesting encounters--do they try and pacify them, if they kill them who get's mad, etc.
- The players start during an upheaval, almost all the Eastern settlements are overrun by Goblins, leaving only about 4 or 5 civilized settlements to discover, each very different from the others
- Overall, the module has very nice production values. It is well-organized and quite readable/playable, and has some great maps
- NDT seems to take some inspiration from X1 The Isle of Dread, both in terms of setting and in terms of style. Maybe I'll talk about that in a future post
Things I don't like about NDT:
- I already mentioned that I'd like it to organized more as a reference than as a story
- There's a paragraph about how it's OK to fudge die-rolls if it increases the fun
- The whole magically hidden valley thing seems a bit contrived. Just make it remote and dangerous and that should be sufficient
- The numbering system can be a bit confusing. I think this could have been done in a more intuitive way
- The area just seems a little small to me for the DM to continue running an open-ended sandbox after the party has completed the adventure-path
Anyway, I've heard that WotC is once again selling classic DnD modules like B2. I wonder if B10 is also on the list...
Another problem is that the hook into the adventure is a bit weak, which undermines the 'sandboxiness'.
ReplyDeletePlayer: So, what's going on in the world?
DM: Well, [among other things] this guy wants to pay you 100GP (or whatever) to help take some horses to market.
Player: Escorting some horses... pah! we're 3rd level adventurers, heroes even, why would we take a job as a drover? Can't we go and fight a dragon, or a mad wizard, or something? We'll do [one of the 'among other things']
DM: But if you take the job a wonderful sandbox campaign opens up. I'll tell you what, the session will begin with you agreeing to take some horses to market, BUT...
Oh, that's a good point.
DeleteThat said, I do quite like the opening chapter--the siege at the homestead. Very dark.
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