Abstract
Problem: How do you convert a tabletop RPG module into a computer game when the source material is full of ambiguities, contradictions, and "DM's discretion" rulings?
Approach: Tim Cain shares a document dated September 10, 2002 — a list of questions he and the Troika team sent to Wizards of the Coast during development of The Temple of Elemental Evil, covering both 3rd Edition D&D rules and module-specific lore issues.
Findings: The questions reveal the painstaking detail required when adapting tabletop content: computers cannot improvise, so every ambiguity must be resolved with a concrete rule, dialogue line, or design decision. WotC answered some questions but not all — Gary Gygax himself later filled in gaps during a 45-minute phone call.
Key insight: "Computers can't wing it" — every instance of "DM's discretion" in a tabletop module must become an explicit, coded decision in a CRPG, and that process surfaces contradictions and gaps the original designers never had to resolve.
1. Background
Tim Cain was searching for a test plan he had written for ToEE (intended as its own video) but couldn't find it — it was likely written as an email body rather than an attachment, and his Troika email archive is incomplete. He only has emails stored locally on his machine, not those kept on the Outlook server. However, he did find this list of questions sent to WotC on September 10, 2002 — over a year into development with almost another year to go.
The questions were compiled by Tim and his team. They were split into three categories: 3rd Edition rules questions, Temple of Elemental Evil module-specific questions, and a couple of humorous extras thrown in at the last minute.
2. 3rd Edition Rules Questions
2.1. Prestige Classes Priority
The team couldn't implement every prestige class from the DMG and supplement books (Tome of Blood, Masters of the Wild, etc.). WotC's answer: do the DMG prestige classes first, especially good and neutral ones, then aim for a spread across all classes and alignments from the supplement books.
2.2. Useless Feat/Ability Purchases
Should sorcerers be allowed to buy Quicken Spell, or rangers to pick Undead as a favored enemy — abilities technically available but functionally useless to those classes? Computer gamers get upset when allowed to waste resources on dead-end choices. WotC said it was Troika's choice, but if a feat is useful to some class, include it.
2.3. Limited Skills Like Perform
The Perform skill was included only as a prerequisite for Bardic Music. Should other classes be able to buy it even though it would never actually be used in-game? Same answer: Troika's choice, but include it if useful to any class.
2.4. Multiclass at Character Creation
Should players be able to create a multiclass character at level zero using the DMG variant rule? Tim noted this would require spreading code changes across many modules and was nearly too late to add. WotC said no — don't support it.
2.5. Massive Damage Rule Contradiction
The PHB's massive damage rule (page 129: 50 HP triggers a fortitude save or die) seems to contradict page 128, which acknowledges that 50 HP means very different things to a level 10 fighter vs. a level 10 wizard. WotC's unhelpful answer: it's not optional, but you can choose not to have it or make it an option. Tim's reaction: "That doesn't help."
3. Module-Specific Questions
3.1. Terjon and Calmert's Priesthood Order
The clerics at the Church of St. Cuthbert in Hommlet are described but their specific order of priesthood (Chapeaux, Stars, or Billets) is not specified — which affects their art, dialogue, and carried items. WotC said to ignore it; they were orderless.
3.2. Iuz and Zuggtmoy's Timeline Contradiction
The module's secret history mentions Iuz meeting with Zuggtmoy, but Iuz was imprisoned by the mad wizard Zagig before the temple was built and not released until after Zuggtmoy was herself imprisoned. Since Iuz is integral to the module and can show up to speak with player characters, this is a significant continuity problem. WotC gave no answer. Troika likely just ignored the imprisonment timeline and let Iuz appear and speak as if the meeting had happened.
3.3. Lolth's Weakened State
Lolth has followers in both the Temple and the Moat House but seemingly cannot help them — she's described as "routed" with her followers "crippled." The team asked whether the events of the Giants/Drow module series had already taken place and weakened Lolth, since this would affect dialogue with random encounter drow parties and temple agents. WotC confirmed yes — those events had already occurred.
3.4. Prince Thrommel's Alignment Contradiction
Prince Thrommel is listed as a Paladin Lord (lawful good), yet his magical weapon Fragarach damages and stuns any lawful creature who touches it. Three possible fixes were proposed: change Thrommel's alignment/class, make him immune to the effect, or change who the sword targets. WotC's answer: change the sword to lawful and make it hurt chaotic instead. Notably, when Tim later asked Gary Gygax, Gygax said he'd wanted Prince Thrommel to be a special chaotic good paladin.
3.5. Slaying vs. Banishing Zuggtmoy
The module describes two ways to deal with Zuggtmoy: slaying her (page 94) causes the elemental nodes to collapse, while banishing her by defacing her throne (page 93) does not collapse the nodes. Can slaying her in her magical prison actually destroy her permanently? WotC confirmed yes — killing her destroys her, leading to a different ending and XP award than banishment.
3.6. NPC Names from the Sequel and Novelization
Many NPCs are unnamed in the original module but named in Monte Cook's Return to the Temple of Elemental Evil and Thomas Reid's novelization. Could Troika use those names for continuity even though neither was part of their contractual agreement? Tim was careful to cover the legal angle. WotC approved both — use the names from the sequel and the novel.
4. The Funny Ones
Two last-minute questions were thrown in by team members literally as Tim was typing the email. WotC answered neither.
4.1. Why Do Hill Giants Have 17 Charisma?
All the hill giants in the module — both random encounters and those inside the evil temples — have a Charisma of 17. In D&D, Charisma represents both appearance and personality. The team joked: "Should we give them top hats and monocles? Should they speak in British accents? 'Hello, it's a great day for dying, isn't it?'" They just ignored it.
4.2. Monk + Shocking Grasp Critical Hit
If a monk with Shocking Grasp active scores a critical hit on an unarmed attack, which damage doubles — the hand-to-hand damage, the spell damage, or both? WotC didn't answer, and Tim admits he has no idea what Troika ended up implementing.
5. The Gary Gygax Phone Call
Tim mentions that WotC didn't answer all their questions, but he later got a 45-minute phone call with Gary Gygax himself. Tim describes this call as "not only phenomenal but way more illuminating" than the WotC responses. He covers this in more detail in his videos on the fun of making ToEE and in his Brushes with Famous People video.
6. References
- Tim Cain. YouTube video. https://www.youtube.com/watch?v=S1efStek__o