This is the first of a group of posts triggered by writing the DriveThruRPG Review of UK6.
So having written a "tenfootpole.org-style" review of UK6 All that Glitters... and pointed out some of it's shortcomings based on my own observations according to Bryce's reviewing principles, I think it's reasonable to make an attempt at what would improve the module as written to a "5-star" rating for me, that is if I believed a star rating or score out of 5 system was of value...
Let's look at where the module seemed to fall down in my review then:
- Lack of terse writing style beloved by the OSR community
- Large amounts of "read aloud" boxed texts
- Linear dungeons and areas without loops or multiple levels / "railroad" sections
- Various monster and opponent issues (see below)
- Lack of unique and weird items with history to interact with
As noted in the review, I believe the first two "meta" issues are related to the early writing of the author and the design sensibility of the early 1980 / UK TSR's style and on reflection they don't seem such a big deal and may present more of an opportunity than a challenge. The boxed text can largely be ignored or used as the basis of the DM's free description readily enough but the writing style negative relates particularly to the story in "Tikul's Saga" which the player's have no way of finding out in game and requires a more overall approach, scattering the clues throughout the module for the player's to deduce as they proceed as I've suggested in an earlier post.
So let's look at the other 3 issues (Maps, Monsters and Items) section by section...


