All The Little Things: The Temple Of Elemental Evil

the next time you start a thread, lackblogger, maybe provide a list of all the things that are and are not allowed as comments. Save us all the headache. Or we can just ignore the thread and let you talk to yourself.

¯\_(ツ)_/¯
 
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Have you ever wondered why The Temple of Elemental Evil caused/causes so much controversy?
BUGS!
Why it is both very playable and at the same time so very unplayable?
BUGS!
So familiar and yet so alien to its Infinity Engine predecessors?
BUGS!
Well, it's all the little things.
BUGS!
This game came out in 2003, but I didn't give it a play until 2011, though I didn't use any community mods, just the out-the-box version.BUGS!

I didn't particularly enjoy it BUGS!, though I did have enough interest to stick around until the end-boss battle, such is the unique appeal of D&D. I never completed that final battle and I think the reason for that was BUGS! that I'd missed 50% of the temple and somehow just stumbled on the end-boss to early. Whatever, it felt like an end and I haven't played it since.

So this year's run through is kind-of like playing a new game.no, it isn't. This time I'm going to try and be meticulous. But I'm still going to avoid the community mods and just go with the version GoG is selling, at least for the first run.

With 10 years added RPG experience I should be able to appreciate it more for what it is than what it wasn't. What it is is what it became with the unoffical patch.

So I'm about 12 hours in now… and I'm only just finishing up the first introduction village LOL!
 
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Sorry, I haven't noticed any major bugs at this point that I know are bugs.

¯\_(ツ)_/¯
 
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I tried playing this last year (with Co8 mod) and bounced off hard. Character creation was fine. I got to the village then, on a hint, struck off to the north - and barely survived. OK, got back to the village and slept it off. Then went east to some fort. Got killed by some poison toads. Re-loaded and survived the toads but still took so much damage that I had to go all the way back to the village and sleep it off. Went back to the fort, fought something else, and again needed to run back to the village to sleep!

Yeah, that's a faithful recreation of old AD&D all right. It's also a big reason why many people didn't play the rules faithfully. We would just say "OK, then we rest" and the DM would say "OK, everybody is healthy again and the wizards can cast their one magic missile spell again. Now let's get back to the fun parts."

I'm sure that lightens up eventually but I wasn't willing to power through it. Next game.
 
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That's something I tried to google @Zloth; but couldn't find any answers to.

While killing the 2 Giant Spiders one of my party members got poisoned, and it then turns out that in this game poisons have changed from all previous D&D cRPGs in that they now act more like diseases. The health doesn't continue to decline but instead the character gets a stat penalty until it wears off.

I rested for 8 hours and the character still had a stat penalty but it looked like he was slowly improving. I went and did a few of the skeletons and then went back to the pub to rest again for 8 hours, but the poison still wasn't wearing off. So I then checked the "rest till fully healed" check box and it said I needed to rest for 5 DAYS. Lol.

I went to google to find out if time actually matters in this game. I couldn't find any results. If time doesn't matter then what's the difference between an 8 hour cure and a 5 day cure? Other than pedantically adhering to the wording of a rule somewhere in the p&p game? It's a mechanic which leaves the unsure player completely in the dark and more than likely more confused than they ought to be/should be IMO.

In the tutorial, it suggests the game will have rest points at convenient intervals, however, so far in the game, as you point out, this has not been the case, the only rest-point is back at the pub, forcing the player into either constant backtracking or alternatively resting among the monsters and effectively grinding huge amounts of XP and quickly over levelling the party.

Since time, as far as I can tell, is not an actual game mechanic beyond aesthetics, the only reason I can see for this from a gameplay point of view is that it's a money sink, you have to pay 2 gold to kip at the pub. To which there's a quest you can complete to get free kipping at the pub.

Well, 2 gold is hardly a gold sink and would only be problematic in extremely unusual circumstances for a level 1 party and the quest to get free kipping can cost you quite a lot of gold in a lump sum anyway depending on your character's skill, but either way will be easily affordable at some point.

Resulting in what you describe as an 'irritation mechanic' more than anything else. Just something that will likely repel newcomers to the concept without offering anything in the way of mechanical complexity to veterans.
 
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The use of the word "Probably" is a significant clue as to why you shouldn't be responding to that poster Alrik…

I merely wanted to point out that the Circle Of Eight apparingly did a lot of work on TOEE.
 
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Oh, if people were actually talking about the details of the story then no, one would be talking about the little things.

However, generic statements about overall impressions are completely off-topic, yes.

Further, with regards to ToEE, the whole concept of story is moot anyway since the game is an attempt to simply transfer the already existing D&D p&p module into a computer game. Ergo, the core fanbase for the game already knows the story anyway.

Even further, Dungeon Crawl games are not even regarded for their story and while one might expect that kind of discussion on a general forum, I dunno, like "hey guys, I've seen this game on sale, what's the story like?", on a specialist forum, from a forum user who dates from that time in RPG history when this game came out and when dungeon crawls were very common rpg fodder… OH COME ON. etc etc.

But, essentially, the issue of the joxer off-topic'ing here is that this thread is:

"ALL THE LITTLE THINGS"

To which replies such as "well, overall it feels like an alfa" and "overall the story is weaker than PS:T's" and all the other 'overall' general statements that I've no doubt some people automatically write whenever they see the title of this game are off-topic because they are not All The Little Things.

AKA: the OP already states that the game has a reputation and the point of the thread is to detail WHY it has that reputation. For people who haven't played it yet, and for people to agree or disagree with points raised - because it's one of those games where people are still patching it even to this day.

AKA 2: To attempt CONSTRUCTIVE criticism. To which "sorry, I didn't read all your crap, but my thoughts on this game is that it felt like an alfa and the story isn't as strong as it could be" is entirely pointless. Off-topic.

WHY did you feel it was like an alfa. WHY is the story not as good as it could have been? THAT's what this thread is about.

Hope that's cleared things up for you.

Have you played the game and do you have something to contribute about the game, or are you just sensing drama? Is your question even a genuine question or is it a tongue in cheek attempt at humour and further baiting? An opportunity to fuck ol' lacky up a bit cos he's a thorn in my console side? "Fuck did I read all that, but boy, what an opportunity to play semantics and wind the cunt up a bit?

To be clear my post wasn’t random i was responding to Alrik. Should have probably quoted him.

No, I wasn’t messing with you it was a genuine question. I guess I’m just more flexible or maybe just don’t care as much as you.

I did play the game but it was shortly after release, so like 15 years ago or so. So unfortunately my memory can only recall pretty general stuff so I cant really give specifics.
 
I tried playing this last year (with Co8 mod) and bounced off hard. Character creation was fine. I got to the village then, on a hint, struck off to the north - and barely survived. OK, got back to the village and slept it off. Then went east to some fort. Got killed by some poison toads. Re-loaded and survived the toads but still took so much damage that I had to go all the way back to the village and sleep it off. Went back to the fort, fought something else, and again needed to run back to the village to sleep!

Yeah, that's a faithful recreation of old AD&D all right. It's also a big reason why many people didn't play the rules faithfully. We would just say "OK, then we rest" and the DM would say "OK, everybody is healthy again and the wizards can cast their one magic missile spell again. Now let's get back to the fun parts."

I'm sure that lightens up eventually but I wasn't willing to power through it. Next game.

Having just powered through the fort, I can report that there was indeed a rest area literally in the next room to the first gang of bandits you encounter at the fort. It seems you gave up literally one room too early. it's quite a good dungeon as well, at least in terms of encounter variety and area design, but more on that later, and I only needed to go back to that room to rest once after the first time.

I've no idea if this uptick will continue, but the game definitely seems like its getting moving at last. I'll do the next report after tomorrow's session. [assuming I'm not dead from flu or anything, of course]
 
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Oh, so you don't have to go trudging back to town every time you need a rest? Hmmm, that should help a lot. Thanks @lackblogger;!
 
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I didn't know that as well.
 
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The fort is where the game starts to get a bit more enjoyable. I played without CO8 and enjoyed it well enough.
 
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The next 12 or so hours of content has been a completely different kettle of fish, if you'll excuse the pun. Most of the issues of the previous post have vanished and while a new set of issues has arisen, the overall pacing of the game is much more emergent and energetic making for an overall much more enjoyable experience.

I started off this weekend's session by going back for that Bear, my party now at level 3, which was very satisfying but I still didn't have the were-with-all to take out the Hill Giant, so back for him later.

The only other place to go now was the main questline, which in this case is the game's first proper dungeon crawl in a ruined fort called The Moathouse. Like playing a game of reverso, the content has now switched from almost 100% NPC chatting to almost 100% slaying monsters, there's not much middle ground here. And what makes the NPC dialogues annoying in The Moathouse is that all of them are just opportunities to avoid the set-piece combat by encouraging the selected NPCs to leave.

While offering the very minimum of choice and reactivity I'm always quite annoyed by these kind of options in any game. As an adventurer in a computer game my primary goal is to bump off everything I can feel justified in bumping off for the benefit of both loot and experience. So when a squad of monsters are given the opportunity to leave I can't help but think, damn, but I was looking forward to that fight, but the alignment in my character always demands I play 'nice', as it were, in these situations. Its essentially my least favourite dilemma in RPGs.

There are so many different things NPCs can do and react like in these situations that just having two or three options to 'make peace' with an NPC not only feels a bit cheap but also repetitive, especially for such a relatively small dungeon. In this game's example, wouldn't it have been great, for example, if the Gnolls teamed up with you against the Bugbears & then you could double-cross the remaining Gnolls if you wanted & then have the dilemma of whether to let them go or not. You know what I mean, the current options are just kinda boring and limited and maybe even a little frustrating.

cr21.jpg


I think there's an option to walk through most of this dungeon while engaging only the minimum of combat altogether by using some cloaks, and I think I might have done that the first time I played this game as I couldn't remember anything from the second or third floors, but this time I chopped my way to the top. The combat has been interesting and varied by very little reuse of enemy types and enemy variety has been the game's version of encounter design. Up to this point I am really impressed with the way each combat has required a good variety of tactics and approaches and nothing has felt particularly trash-mobby.

What was a big disappointment was the complete lack of traps and the general lack of interactive other things in general. Like Hommlet, there was only a couple of chests in the entire dungeon with most rooms just consisting of the monsters and nothing else. I'd been told by NPCs in Hommlet that this fort would be "full of traps" but, alas, my rogue had literally nothing to do other than discover a secret staircase which, I believe, wasn't necessary to find as it didn't lead to somewhere that one couldn't go by other means. Kinda just 'discovered' the servant's staircase.

And I think it's at this point that one realises why the game has an unfinished reputation. It's not really the bugs, most of which a non-D&D 3.5ed expert wouldn't even notice anyway, but the fact that the game has an 'unfinished' quality with regards to everything other than combat and dialogues. A vague sense of emptiness that is very difficult to describe but will be subconsciously developing in anyone who plays the game, from those that hate it to those who love it equally. Just that sense that something's missing, something's not quite… enough.

In terms of bugs of the type that the Co8 mod might well have addressed is the issue of /5 damage reduction, which makes a lot of combat more laborious and more complicated than it probably should have been. Info for monsters will often say /5 damage reduction - slashing, for example, but arrows and bolts will still get the reduction. Likewise, I think it was the Gnolls, had a /5 Bludgeoning resistance but, again, seemed to get it for other weapon types as well. I think this is why I had so much of a grind defeating the skeletal Gnolls and Zombies in the first post and because these are common enemies this issue has persisted to this post, only it's more prominent now as combat is much more the focus.

But that is the only bug here I'd say is particularly noticeable, if it even is a bug and I haven't just misunderstood something or if the bug was the descriptions rather than the mechanics, I have no idea.

Having completed this area, the only thing left to do round about Hommlet is that damn Giant. Now that I'm level 4 I remember that my Ranger can actually cast spells and I equip him with a good Entangle spell. So ends the Hill Giant. And after doing all of this I finally have some real loot, a couple of + weapons and some + armour and weight reduced armour and even some magical rings. Things are certainly looking up.

The game then switches us back into NPC-mode as we are directed towards another village, this time one near the titular temple. This village is much more interesting than the first one, is better proportioned in terms of size and has lots of opportunities to get involved in some really weird NPC quest-lines.

To say anything about this area would be a massive spoiler, suffice to say that it only makes it even more disappointing that the starting area wasn't as equally small and as equally densely quest-packed. The combat optional area in this village is superb and offers a real challenge for real rewards, and this is where the fish pun of my starting line comes into play. And this is an area that's so memorable that it's exactly as I remember it almost 10 years ago, even down to the reloads for the boss-lizardman.

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What I will say though is that it is at this point that one realises how much the first 12 hours cocks up the flow of the game as the loot I'm getting at this point is all +2 weaponry. What happened to all the Masterwork and +1 gradual upgrades? And this is something that makes the game objectively inferior to a game like Icewind Dale. ToEE is like starting work at a company and then after you've started being told that you're locked into the contract and you'll get paid whenever the bosses feel like it, which turns out to be one year down the line in one big lump sum, whereas IWD is more of a 'normal' experience of being given a proper contract and then getting paid in small regular chunks.

So this will be another of those subconscious 'creeping' issues that nags at the player without them even noticing. The long, long drought followed by a sudden and inexplicable loot piñata. The lack of reward for work done for the first 16 hours and then, suddenly, at hour 17 being given armfuls of goodies after not doing anything particularly worthy of reward, as in 'it was just another encounter' and 'it was just another NPC'.

This coincides exactly with achieving level 5, a level at which one also starts to feel naturally powerful, what with now having decent Attack Bonuses, decent Spells and all the other good stuff. Which kinda compounds the notion that everything before this point was sort-of wasted space… and now the game is actually starting.

And while I found the music notable for the wrong reasons in part 1, this time, for all these new areas, I have absolutely no comment on the music at all. Thinking about it the following day I cannot even remember whether there was any music at all or not. I'm guessing there must have been. I would still class this as an improvement though.

So everything has been done and dusted, at last I can go to the titular Temple, here we go!

And the first area I look at in the Temple area is a 'ruined house' area with literally nothing in it. Really, literally nothing. It's as much nothing as a screenshot. Oh well, I'm sure something will come of that later. Now, do I go in the front door or shall I go in that back entrance that guy told be about before I ran my sword through him? Choices, choices…
 
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Beginning is really tedious but i don't know how you spent 12 hours just doing hommlet quests. Should be very easily done in a third of the time.
Once you get to the moathouse the game really picks up speed and shows its strength.

You played vanilla.
Most of the stuff you complain about already was fixed with Circle of Eight mod.
Party members taking your loot was the one that really made my blood boil in vanilla.
They even made an alternate more combat focused start so you can skip boring Hommlet quests.

All in all it is a nice game(i even had lots of fun vanilla) but the rushed development process shows pretty often. The elemental planes later on in the temple are very boring
and lackluster imo.

But the niche ToEE is in is better filled by Knights of the Chalice. That has all around better combat and a much better encounter design and is extremely polished for being a one man project.
 
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Beginning is really tedious but i don't know how you spent 12 hours just doing hommlet quests. Should be very easily done in a third of the time.

If you read what I wrote you'll notice I didn't spend 12 hours in Hommlet :D

Once you get to the moathouse the game really picks up speed and shows its strength.

Yes, that's how I preface part 2…

You played vanilla.

Yes, that's what my post said.

Most of the stuff you complain about already was fixed with Circle of Eight mod.

Such as…?

Party members taking your loot was the one that really made my blood boil in vanilla.

I learned the first time how annoying party members were, so I'm going without any this time. Maybe another time I'll go the other extreme and make just one PC and use 100% hires ;)

In this current run, although I'm not running with any hires, I have had 2 NPCs join me from quest related situations, but I've quickly bumped them off and had all their gorgeous loot ;)

They even made an alternate more combat focused start so you can skip boring Hommlet quests.

Yup, as has already been mentioned.

All in all it is a nice game(i even had lots of fun vanilla) but the rushed development process shows pretty often. The elemental planes later on in the temple are very boring
and lackluster imo.

Probably, haven't got that far yet, but I'm not sure that the rushed development cycle is the only flaw to the design here… ;)

For example, how about not bothering to go with a day/night cycle and the miniscule amount of game that effects, thereby getting rid of the brightness issue and also allowing development time to be used more wisely ;)

But the niche ToEE is in is better filled by Knights of the Chalice. That has all around better combat and a much better encounter design and is extremely polished for being a one man project.

Knight of the Chalice is a good game indeed, though that too has its flaws. I'd be more inclined to compare ToEE with Icewind Dale and how IWD is clearly the better game for this niche.

However, if your expression of niche is OMG I MUST HAVE TURN BASED COMBAT OR I'LL KILL THE CAT OMG SUCH RAGE SUCH OBSESSION SUCH MADNESS then I guess I can see why you'd be so fascist against IWD ;)
 
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Killing a cat in turn-based mode takes 9 turns.

(or 7, if it's an American cat).
 
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The next part approximates about 20 hours of gameplay, as it includes a few hours from the last session where I got in a pickle in the Earth Temple and decided to start this session afresh and redo the beginnings of the Earth Temple. I also did a few more hours at the end of this session because chunking through combat is more engrossing generally than wafting around relatively inane NPCs and their mundane quests.

I wasn't initially going to go the pure combat route and my team are a variety of Lawful characters, both good, neutral and evil, and I was happy to go with the quests set by the Earth Temple cleric to see what happens. However, about half the rooms here have monsters in them that are hostile regardless of your intent and, on top of that, the quests were so bore inducing and, on top of that, the final quest was to kill another Temple cleric, I decided that I'd probably end up having to kill everyone anyway, so I just went hoover-mode.

So far I have cleared out literally everything in the main floor of the Earth Temple and everything on the first floor of the Fire Temple and am currently working my way through the second floor of the Fire Temple which, as far as I can tell, is joined to the Air Temple. I have the skull orb which allows me access to the main temple throne room, but that area is quite dead at the moment and I didn't want to trigger anything so just wandered around there for a bit before going back to the hoovering.

And, wow, but doing it this way is so combat intensive. I get the feeling I could have had more NPC convos in the temple generally but it seems my reputation is now preceding me and everything is essentially forced combat. So it doesn't look like I'll be getting any more temple quests and it's just a matter of killing everything in site now.

evil%20(4).jpg


While I don't mind this as the combat system is so interesting and the monster variety is currently very intriguing, there is definitely a sense that there's something lacking other than combat, and it's not just NPC dialogues. Again, like the previous two sessions, there's not much else to this game as of yet besides either combat or NPC waffling. No puzzling, no chapter-defining plot-breaks, no interesting rooms with lots of things to interact with or things to read regarding game-lore. Literally nothing to break up the non-stop battle fatigue.

There are endless amounts of stair cases though, which likely explains why I got so lost the first time I played this game and likely why I stumbled on the end-boss way to early that time. Each map I've been on so far has about five staircases, most of which lead to places as yet unexplored, so a large number of hours in this session's total will be me doing a literal interpretation of an Escher painting, going round and round and round making sure I've got myself comfortable with where I am and trying to stay in the same bit of map without sidetracking.

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For all this combat though, the loot has been generally disappointing. The best of the lot after killing about 200 monsters is that I'm only just starting to get all those +1 items, all of which were already out of date before I even entered the temple. The only notable upgrade so far has been my fighter getting a +3 longsword (I think by killing someone who would have been a quest NPC if my rep wasn't so bad) and finally he got a shield that's better than +2 AC.

All I can do really is loot everyone in order to buy the only decent items in the shops in Nulb, which I have almost completed by this point. Though even this has been a struggle because the game suddenly drops the 'inventory full' bombshell on you whereby you can no longer sell to a merchant because they have a full inventory. Well… that's aannoying. Do they not have a stockroom or anything? Lol. The wands have been cool finds though I will admit, though the game doesn't tell you how many charges they have left nor how many they start with, so most of those are all used up already as well.

I don't get any sense of AC progression as all of my characters are still loosely veering in and out of about 20-23 AC depending on what they're wearing for specific combat scenarios and this has been the case since forever. If my main fighter didn't take the Combat Expertise feat then I've no idea how one would ever hope to tank pretty much any encounter in the temple as pretty much all the monsters are of the big and big-hitting variety, to which, even then, the encounters are mostly unmanageable without webbing or the like.

I keep waiting for the armour loot to drop something better than +7+1 (regular full-plate is 8 plus 1 for the Dex allowance and is usually something a fighter should have bought at level 1/2 in any normal D&D game, so by this point I should be finding Full Plate +2, but, alas). And all the other AC items like Amulets, boots, rings and etc (though the game has at least provided a few Rings of Protection +1, it's more like a nominal bonus than a character builder).

A feat or two back my fighter also chose the Martial Weaponry - Bastard Sword feat, in the expectation of upgrading from the Longsword at some point, but, again, alas, not even a +1 BS has shown itself this entire time. I came across a friendly NPC who had an amazing BS, a genuinely exciting and awe-inspiring weapon, but when I experimented with killing him and taking the item is was one of those alignment locked items and so would have been mostly unexciting in the hands of my dude, not much better than a basic one. Grrr, what total BS! Lol

The bugs are also coming quite thick and fast now, something which I'm sure is more palatable in the Co8 and Temple+ like mods. So far I've seen: The game crash to desktop when I used my Chain Lightning Wand against the Werethingies, making me nervous about using the item for the next few fights; an enemy mage go into psycho mode and get unlimited attacks on prone members of my party, he just kept stabbing them in the same turn until they'd gone from full health to dead, nothing I could do (that was a tough battle to figure a work-around for);

… deep breath…

Item slots becoming inactive in chests, deleting stored items, only for them to reappear and start working again many game days later; incredibly slow frame rates where the screen would literally judder along for stretches of time suggesting a CTD was imminent, though thankfully that never happened; clearing the fog-of-war not showing a cleared area on the main map; NPCs telling me there's no clear way out and I couldn't tell them where to go to get out even though I've cleared all the way to that point from outside.

And then there's things that aren't bugs but are just annoying facets of the game, such as finishing off Trolls. The game shoots you out of combat mode when all the enemies are floored but not necessarily dead. This makes sense as it would be a pain to run round a battle field finishing off all the nearly dead unconscious mooks. However, for Trolls one really needs to do this in combat mode as when we are out of combat mode then time moves extremely quickly. In the time it takes to move a character next to the nearly dead Troll, then find the Coup De Grace option in the UI and then click on the Troll, the Troll will, in all likelihood, have had time to get back up again! Gah, it's so annoying.

Even though I've kind-of only scratched the surface of the Temple in this 20 hours, or that's what it feels like at least, my team is already up to level 8 and half way to level 9 and, from what I can gather from the info screens, the level cap is just 10, so I'm wondering if I'm going to have to spend a lot of the game with no progression and so a weakened motivation at a certain point, but I'll not pre-empt that at this point.

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While there's loads of voice acting, adding an air of production values to the wider world, there doesn't seem to be any great sense of narrative progression generally. Even a combat heavy game like Icewind Dale has it's extremely memorable non-combat moments, lore dumps and characters: Hrothgar, Arundel, Oswald, Poquelin, Conlan, Larrel & Larrel's Tower, and etc etc etc, but ToEE just doesn't seem to have any landmark moments or people. There's the odd cut-scene, but that's about it.

But then I have chosen a path of maximum destruction. Though there doesn't seem to be anything much that I'm missing by doing so as of yet, everything feels 'as it should be' when hosing everything down.

However, everything is fine at the moment due to the fantastic monster variety, making each encounter at least feel fresh and interesting, as if one is playing a game of 'work your way through the D&D monster manual' kind of game, which has its own value, and one that still manages to rise above all the above somehow. At this point I am still very enthused to continue my journey, against all the known laws of logic and common-sense!

[BTW, none of the screenshots in any of the posts are mine, they are all taken off the web by random people, as I have no idea what I'll be talking about each Monday and I only use two save slots, the main one for the game on-going and the spare for any lock-ins]
 
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Who has invented that gelatinous cube, by the way ? It's so an … odd invention for being a monster …

Edit : Oh, it even has its own Wikipedia page ! : https://en.wikipedia.org/wiki/Gelatinous_cube

The gelatinous cube is an original invention of Gary Gygax, rather than being inspired by outside sources and adapted to the roleplaying setting, as were many mythological monsters such as the minotaur and dryad,[1] all of which appeared in the 1974 Monsters & Treasure book of the original boxed set.
 
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