And we finally make it to the long-promised Peaks edition of Dungeons & Dragons Theater.  Expedition to the Barrier Peaks remains one of the weirdest and yet most popular modules of all time.  I adored this module because not only did it spark the imagination by mixing genres, but it was the module where role players were made or broken.

For those who actually dated during high school and may not be familiar with this particular module, Barrier Peaks tells the story of a group of D&D adventurers who stumble upon the wreck of an alien spacecraft full of semi-functional technology and very functional alien monsters.  Hilarity ensues.

This is quite a challenge for the role player though.  As the DM spins his yarn and describes the equipment found, we the players automatically know the functions of guns and control panels and powered armor, but there’s no frame of reference for the characters.  The average player will grab those guns and blast the nearest monster.  A real role player may not let their character recognize it as a weapon… at least not until they’ve managed to seriously injure themselves or another party member…

In the same vein, would a well-played character head straight for that control panel?  I think not.  There’s a better chance they’d destroy the darn things trying to pry out those lovely glowing “jewels”.  The module is full of  moments like these, and I fear most players failed to rise to the occasion.  On the other hand, fun was had by all, and that’s always a good thing… and the armor… the module suggested it was too complicated to figure out, but I maintain that’s the one thing that should make sense to the characters.  They had seen armor all their lives.  This was just a new kind of armor… shame about the batteries running out though…

…and stay away from the rabbit.  The rabbit is a lie!