Unsurprisingly, I played the original "Temple of Elemental Evil"
tabletop module way back in the day. In fact, it was one of my /first/
AD&D gaming experiences. The DM was inexperienced (then again, so was
I as a player!) so we didn't have the best time with it, but its dark
mythos and the expansiveness of the campaign made it a more memorable adventure than it really deserved to be.
I, of course, played the 2003 computer translation too. I was equally underwhelmed with that. In part, it was because I didn't like that it
had been translated to D&D 3.5Edition rules (the original was made for
1st Edition rules, which have a tone much more fitting with the brutal
nature of the adventure). But I was also getting quite tired of
top-down 'isometric' CRPGs, and fiddling about with 8 characters in my
party felt more a chore than delight. Apparently many felt the same,
since the game didn't sell all that well.
But on the other hand... this really isn't anything to be excited
about. It's not really like you're getting anything new. It's
basically the GOG version with some fan-patches applied on top of it
(and even that is clumsily done; reviews indicate you get a better
experience if you buy the GOG version and apply the patches yourself).
Plus, the publishers took this opportunity to jack up the price (it
used to be $5.99 USD; now it's $9.99 USD).
On 12/10/2025 1:59 PM, Spalls Hurgenson wrote:
Unsurprisingly, I played the original "Temple of Elemental Evil"
tabletop module way back in the day. In fact, it was one of my /first/
AD&D gaming experiences. The DM was inexperienced (then again, so was
I as a player!) so we didn't have the best time with it, but its dark
mythos and the expansiveness of the campaign made it a more memorable
adventure than it really deserved to be.
I, of course, played the 2003 computer translation too. I was equally
underwhelmed with that. In part, it was because I didn't like that it
had been translated to D&D 3.5Edition rules (the original was made for
1st Edition rules, which have a tone much more fitting with the brutal
nature of the adventure). But I was also getting quite tired of
top-down 'isometric' CRPGs, and fiddling about with 8 characters in my
party felt more a chore than delight. Apparently many felt the same,
since the game didn't sell all that well.
I actually helped the official patches on that one by playtesting for a
bit after it came out.
The furthest I got with it was when I ran a solo run. Just a druid, no >other party members. That would've worked better if there wasn't a
level cap. If I were to retry it, I'd probably go with a duo or trio.
I still didn't like the temple proper and stopped playing shortly after
I got into it.
I've never even got into the temple running it, which I did several
times. The module seems to be cursed. The Village of Homlett/Moathouse
is pretty good by itself though. Other than being very low treasure for
1e, unless you go evil and loot the village, and the frogs which TPKed
one party, and typically kills at least half of them.
We only had T1 when I played/ran it originally.
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