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The Classics
Campaign
Old AD&D® modules
needn?t die young!
by Marc Newman
Art by Thomas Baxa
Recently I discovered all of my old
AD&D modules, which had been sitting
in a box since they were 1st used and
exhausted of possibilities. All the early TSR
modules were there, like the famous
Against the Giants and A2
Secret of the
Slavers Stockade. I spent a while happily
looking them over and reminiscing
about what it was like to play AD&D
games in the early 1980s when I purchased
these modules. In particular, Gary
Gygax's Tomb of Horrors caught my eye.
I was amazed at how much of the lich's
tomb I still remembered after all these
years. Most of these "classics" left me with
lasting memories, but the memories from
this one were particularly vivid. Suddenly
I had an uncontrollable urge to run this
scenario again and see how my new players
would fare against the tricks and traps
ov the tomb. When I 1st ran it, my PCs
had a special magickal item that let them
avoid most of the carnage, so I was eager
to see if a different group would do so
well. Besides, I was in the 8th grade the
1st Time, and Now I felt I could give the
module the rich presentation that I wasn't
able to give them. I made some phone calls
to prospective players, and soon even the
skeptics.
Most of these old modules were created
for tournaments. Tomb of Horrors was
designed for GAMA's ORIGINS I, so it
provided sketchy characters that add to its
suitability for noncampaign gaming. We
planned to use it as a one-shot since we
were not in the middle of an AD&D campaign
at the moment. This module is also
very tough! I remember that when I originally
ran it, my players ganged up on me
when things got ugly.
We played Tomb of Horrors in one all-night
session, and it worked out successfully.
The party played well and fully utilized
the power of certain spells in
surprising ways. (Who would have imagined
that a levitated coffin becomes a
practically frictionless missile?) The PCs
took a minimal amount of damage until
the final confrontation.
Since dusting off the module turned out
to be such a success, I got the idea of
having a "classic" campaign made up of
one or more of these old scenarios. I'm
sure this idea has occurred to many, but
here are my thoughts on what to expect
and to change.
1st of all, the modules must be brought
up to date with the rules you are using. All
of the old modules were written before
UA <and the DSG
and the WSG were published, so rules
like weapon specialization and nonweapon
proficiencies will have to be added to
AD&D 1st Edition campaigns. All NPC
fightres in the scenarios should be specialized,
and monsters should be toughened
to make up for the specialized fighters in
your adventuring group. Spells will have
to be examined, too. Gary Gygax and other
early module writers were fond of traps
and magical protections against which
certain spells were useless. As the DM,
you will have to LOOK at all the new spells
available to PCs and see if
the USE of any of them should be circumscribed.
The spell lists of the NPC wizards
should also be updated to reflect their
new options; what is good for the PCs
should also benefit their foes.
Luckily for the DM, making all the
changes is not as much work as it seems.
Much of it can be handled with common
sense as the appropriate parts of the scenario
are reached. For instance, if a magickal
wall stops lightning bolts, it is probably
impervious to CHAIN LIGHTNING, too.
If all PC mages are in the habit of wearing armor
or stoneskin spells, then the NPC mages
should also have them.
The old modules were also written without
later character classes in mind. Imagine
a barbarian unleashed in the halls of
the fire giants, or a thief-acrobat nimbly
dodging traps in the Tomb of Horrors.
Again, the DM may want to spice up the
classics by making NPC fighters into barbarians.
Similarly, new monsters can be
changed or added. Maybe a crypt thing
from the FIEND FOLIO tome lurks in the
Tomb of Horrors.
Illusionists should probably be totally
revamped to take into account their expanded
spell powers. The role of clerics
has also changed. For instance, the death's
door spell greatly changed the way PCs
and NPCs alike are healed, letting them
avoid most of the nasty effects of reaching
negative HP. Balance these new
powers carefully.
In an AD&D 2nd Edition campaign,
more will have to be altered. Morale levels
and THACOs for NPCs and monsters
should be added, and you should seriously
consider beeign up the power of PCs who
hope to venture into the Against the
Giants
series if you use the giants from the
Monstrous Compendium. Charcater class
changes willl also take time to make, and
the 4 Complete Handbooks on the
classes offer lots of kit options for upgrading
NPCs of every sort.
Finally, decide if the "classics" campaign
is going to be a series of 1-shots or an
integrated quest. A 1-shot will provide
entertainment for a session or two, but a
campaign must be planned out. Keeping
the same PCs from module to module adds
to the depth in the campaign. If you use
the tournament characters provided, I
recommend that they be fleshed out with
broader equipment lists and with histories
and personalities like those provided with
the characters in RPGA tournaments
published in POLYHEDRON Newszine.
Furthermore, the scenarios should be
linked in a consistent manner, much as the
giant-drow-Abyss series was finally collected
in GDQ1-7 Queen of the Demonweb
Pits, or the Slave Lords modules in A1-4
Scourge of the Slave Lords.
These early modules were written in a
more primitive era of gaming, when the
atmosphere was a little more wondrous
and gamers were less jaded. The times
were simpler but had a certain charm and
energy. It was a fertile period where the
early writers were building a foundation
for AD&D Game design that the next generations
have refined. An ocasional return
to the "basics" lets us see where
we've been while having a lot of Fun replaying
these adventures.
These classics also had many excellent
ideas that were among the first of their
kinds. S3 Expedition to the Barrier Peaks
has a mixed-genre setting that is brilliant.
The Against the Giants series went beyond
fortress bashing. And the D series was
more than just the 1st underground
adventure, it was also the best.
You, too, may find it rewarding to dig
these old modules out of your closet and
modify them for play. Along with rediscovering
a great adventure, you can get more
than you money's worth from a forgotten
purchase and make a nostalgic visit to the
origins of the AD&D game.
SEPTEMBER 1990