Talk:Queen of the Demonweb Pits

Criticism
The whole motivation for the g1-g3 series, that being why the giants are raiding and what they are after, is completely ignored in the Q1 module. There never is any answer to what the giants were after, why Lolth chose the giants, how she went about it, what was in it for the giants, what happened to those they conqered, etc. If taken out of context, it's a great module, but in the context of the series, it is meaningless. Even completing the module, there is no coverage of the effect destroying lolth has on the lands the giants sought to conquer. no epilogue with the nobles who sent your party on the quest. On its own, I love the module, but as part of the g/d series, it's incomplete. Exactly why lolth would even give the party means to come to her world is beyond me. For a ruler of a plane, she seems totally unaware of the party unless she actually has visual contact with them...she requires peepholes to watch the party in her own plane and her own ship? That makes no sense. —Preceding unsigned comment added by 75.13.214.140 (talk • contribs) 01:21, 21 May 2007


 * Agreed - why don't you have a stab at incorporating this criticism into the text of the article?-- Cala braxthis  16:25, 28 November 2007 (UTC)


 * Because it doesn't come from a verifiable source? Cheers --Pak21 (talk) 16:28, 28 November 2007 (UTC)

Moved from article

 * May want some of this later. - Peregrine Fisher (talk) (contribs) 04:26, 27 August 2009 (UTC)

Q1 was and remains very controversial for fans of First Edition AD&D. Unlike the six modules that lead to it, Queen of the Demonweb Pits was not authored by Gary Gygax, the creator of the game and genre. Instead, Gygax determined that the dungeon he designed for Q1 was too similar to the ones he planned to use in Module T1-4 Temple of Elemental Evil. When David C. Sutherland III displayed a dungeon map he had created based upon a placemat design, Gygax suggested that it be used for Q1. Sutherland would go on to write the majority of the adventure. Many fans believe that the module, the climax of six prior adventures, each more difficult than the last, was too lighthearted and whimsical, especially when compared to its immediate predecessor, Vault of the Drow. Others were puzzled by the relative lack of demons or drow in the adventure, and were put off by the odd use of a massive steam-driven "Spider Ship" that serves as Lolth's base. Several fan-created "alternative endings" to the GDQ series have been posted on the Internet.

Queen of the Demonweb Pits was one of many items named in a 1992 lawsuit between TSR and Game Designers' Workshop regarding the Dangerous Journeys role-playing game and various rulebooks/sourcebooks designed for that game. Once section of this lawsuit argued that "The Multiverse adventure concept in MYTHUS ... and MYTHUS MAGICK ... is derived from the Multiverse system found in the AD&D 1st ed. [Dungeon Master's Guide] (pages 40, ...) ... the AD&D QUEEN OF THE DEMONWEB PITS game module (throughout, but particularly, pages 3 and 13-18); ..."
 * ==Lawsuit==

Kidd, Paul. Queen of the Demonweb Pits (Wizards of the Coast, 2001), ISBN 0-7869-1903-5.


 * I know the bit about DCS writing it and how that came about is from the preamble in the module itself. We've moved house and I am having trouble finding things unfortunately :( Casliber (talk · contribs) 20:00, 14 November 2010 (UTC)

Non-Euclidean nature of dungeon
The Demonweb Pits is a non-Euclidean dungeon in which corridors that should intersect do not, instead passing over or under one another. It is one of the first, if not the first published TSR adventure in which the dungeon itself is "tainted" by being very difficult to map for geometrical reasons. However, it is not, as some say, a Moebius strip dungeon. -- Roger E. Moore, user, former TSR employee, 11/16/2019. (sorry, cannot find out how to properly sign this) — Preceding unsigned comment added by Roger E. Moore (talk • contribs) 14:04, 16 November 2019 (UTC)
 * Thanks for the insight Roger E. Moore! You can sign posts by using four ~ tildes. 2601:249:8A00:2500:4AF1:7FFF:FEE5:C031 (talk) 16:09, 16 November 2019 (UTC)