I voted for all of them except
Dragons of Despair and Beyond the
Crystal Cave; the former was omitted because it is a representative of a new story-centric paradigm (some good set-pieces notwithstanding), and the latter because I have never seen it. The two borderline cases are
Ravenloft and
Pharaoh.
WRT Ravenloft, I have argued previously that underneath a story-driven surface, it embodies some fairly old-school design principles:
- you've got an antagonist who is not just very powerful, but also in control of his environment;
- you've got randomly distributed magic items that could give you an edge over the antagonist;
- the PCs and the vampire are both bound by limited rules of engagement - the PCs are trapped by the fog, while the vampire may only attack a certain number of times during the module, so he must make it count (oh dear).
Add this setup to a relatively non-linear 3d playing environment with some serious hazards, unleash the PCs and see if they can outwit you. It has a strategic dimension, lots of tactical potential, and is mostly a good game adaptation of the Hollywood Vampire Movie genre married to D&D's resource and risk-management side. It isn't any worse than any tournament module. Pharaoh is essentially Ravenloft but milder. I would classify The
Lost Tomb of Martek as a new-school scenario however - it is "look while I escort you through a sequence of events, but please! - don't touch".
[edit]Also, I must add that while most of those adventures are old-school, not all of them are
good.