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Why the decision to go with the Temple of Elemental Evil source material?

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Why the decision to go with the Temple of Elemental Evil source material?

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Tim Cain: Infogrames [now Atari] wanted a game set in Greyhawk, and I had a whole shelf of classic modules. Temple of Elemental Evil held a nostalgia factor for me, but I also thought it was a nice self-contained module, with an obvious beginning, middle and end for story construction, while also leaving enough things vague that I had room to add my own touches. IGNPC: As TSR’s first true campaign, The Temple of Elemental Evil has a lot of history in the D&D world, and that obviously carries a lot of baggage along with it. How true are you staying to the original module, and what liberties are you taking? Tim Cain: We have tried to stay true to the module everywhere we can. We have tried to preserve map layouts, NPC names and abilities, monsters, etc. Of course, in converting to 3rd edition, many things changed, but usually only slightly. Some areas did change significantly, such as the village of Nulb and all four elemental nodes. These areas were described as very large and mostly em

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