The Adventure


Adventures in the Outdoors
Land Adventures
Adventures in the Air
Waterborne Adventures
Underwater Adventures
Travel in the Known Planes of Existence
Outdoor Movement
Infravision & Ultravision
Invisibility
Mirrors
Detection of Evil and/or Good
-
-
-
Listening at Doors
-
-
-
-
DMG

Q. Is a DM allowed to
change details, monsters etc. when
he or she is running an official
module?
A. Yes. Official adventure modules are
designed to be complete and nto to
need change, but there can be
circumstances under which changes
are useful and desirable.  The DM is
quite at liberty to make alterations to
a module which allow it to fit into his
or her campaign background, or
make it more enjoyable or challenging
for the players.
    Modules can never be more than
highly detailed outlines of an adventure,
so the DM will have to make
changes during play to keep the
action flowing smoothly for all
concerned.  The DM may also have to
invent new pieces of action should
the party wander off into a section of
the adventure which the designer
has assumed nobody would really
encounter.
    The designer can attempt to anticipate
the actions of a party, but no
matter how many courses of action
he thinks up and prepares for,
somebody will think up another one.
It is the handling of these situations
which mark out good DMs from the
rest.
(Imagine #3)

Q. What do the various code letters on 
TSR modules mean? 
A. Code letters were originally intended 
to relate to the subject matter of the

module, thus the "G' series about 
giants, the 'D' series -- Descent into 
the Depths of the Earth', and the 
solitary 'Q' module -- 'Queen of the 
Demonweb Pits".  The other early 
module to follow this convention was 
T1 -- part of the 'Temple of Elemental 
Evil
' series.

    In future, module codes should relate 
to their use.  There we should get: 
'B' -- Basic D&D modules, 'X' -- 
Expert D&D modules, 'K' -- Companion 
D&D modules (when the 
Companion Set is finally published), 
'N' -- AD&D modules for novice 
players, 'L' -- AD&D modules for low 
level characters, 'L' -- AD&D modules for low 
level characters, 'I' -- AD&D modules 
for intermediate characters, 'C' -- 
AD&D competition modules (originally 
developed as tournament modules), 
'S' -- AD&D special modules (generally 
high level and deadly), 'WG' 
-- WORLD OF GREYHAWK Campaign 
material, and 'EX' -- AD&D 
modules designed to be dropped into 
the DM's own dungeon. 
    'A' series modules were coded that 
way for no discernable reason.  
'U' and 'UK'  coded modules are 
designed in the United Kingdom.  The 
code is therefore a method of indicating 
their source. 
    Other TSR Game systems are much 
simpler: 'GB' -- GANGBUSTERS 
modules, 'BH' -- BOOT HILL 
modules, 'GW' -- GAMMA WORLD 
modules and 'SF' -- STAR FRONTIERS 
modules. 
(Imagine #7)