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I don't think I ever gave this red haired piece of dungeon meat a name. Just another adventurer soon to end up broken, bloodied, and dead. I yearned to save her from the perils of the island, the certain death that awaits. But the god of D&D demands blood and souls and X1 is no exception. Especially for the poorly equipped party.
I routinely penetrated the dense jungle after school with my friend Glenn with poorly equipped parties only to have them be devoured by the insatiable maw which is the Isle of Dread.
This is another old D&D module I would love to give the OpenQuest treatment. With multiple party failures using the original TSR system the Isle of Dread highlights the inherent problems with those old mechanics. The complex adventure problems presented in a dense jungle setting really call for out of the box thinking more diverse character concepts encourage.
What I've labeled as failures in the above post have been, for some time now, recognized as features.
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