Our casual campaign where we play Temple of Elemental Evil is moving forward faster, and with more enthusiasm, than I had anticipated. We’ve played a total of five sessions by now, and we’ve had many players joining for one or more sessions. My strategy of keeping the group of players relatively fluid seems to be working. 12 different players have participated with a total of 14 different characters (two died at the final encounter of the Moathouse). The fact that they are a bit on the low level side matters less, when we have 6 or 7 players participating in each session. They are now mostly level 3 with a couple still level 2. There is also the communal meta game element I had hoped, with maps being shared in the Facebook group we created and a big loot list kept up to date and shared. I hope the long term consequence of having rotating players will be that no-one tires of the dungeon style game. As the conversion notes from Brian C. Rideout assumes 4 players, I usually use the number of monsters more or less as written in the original adventure, or wing it, if it is too crazy (e.g. 144 giant rats! – how would you play that Gary G.??! and who would bother??). As they are also more people who needs to share the loot and magic items, that is also kept on the modest side, which I like, and which I think works better for 5ed, as the +1 modifier has a BIG impact at the lower levels.
The Temple Design I really enjoy the design of the temple. With the many roads to the same room or encounter, you don’t know as a DM what will happen, which is cool, and I simply let things happen, depending on their decisions. A fault is though, so far at least, there could be more history/information concerning the NPCs included in the design. There are also some quite odd design curiosities, which I both find charming and annoying. In Hommlett for example some important NPCs are named. Others are not. Some have a few physical characteristics described, but most have none. And the head-line for each location are things like: Large Building with a Sign (instead of inn) or Open Shed and House behind (instead of Smith) and so on, which makes the browsing experience really bad. What is cool though is the amount of detail in the room descriptions, which makes it hard for the players to guess what is important and what is not. They really have to think and check it out, and they do miss things from time to time.