+ Log in or register to post
Results 1 to 10 of 42
Sunday, 22nd January, 2012, 03:58 AM #1
Magsman (Lvl 14)
The Defining Adventure Modules for each Edition
The idea of a Grand Unified D&D has me thinking about adventure modules and how they epitomize play and serve as a powerful shared experience for otherwise disparate gamers.
So, what are the truly defining adventure modules for each edition of D&D, in your opinion? Which ones exemplify the strengths of a particular edition, as well as serve as a common touchstone for that edition. And, assuming a "universal edition" is even possible, which ones should be repackaged for D&D Next to help create an adventure foundation for the new game?
My choices include Keep on the Hinterlands and Isle of dread for Basic/Expert D&D, Temple of Elemental Evil for 1E, and Forge of Fury and Red Hand of Doom for 3E. I can't think of a single defining adventure for 2E -- I never ran modules when playing 2E -- and I am not familiar enough with published 4E adventures to judge.
By RomanStoic in forum D&D and Pathfinder Rules & DiscussionReplies: 16Last Post: Wednesday, 17th September, 2008, 10:36 PM
By Lord Zardoz in forum RPGs & Tabletop Gaming DiscussionReplies: 41Last Post: Tuesday, 21st August, 2007, 06:31 PM
By Kyrail in forum RPGs & Tabletop Gaming DiscussionReplies: 19Last Post: Thursday, 5th August, 2004, 06:01 AM
By Tonguez in forum RPGs & Tabletop Gaming DiscussionReplies: 17Last Post: Saturday, 11th January, 2003, 12:19 AM
By Simon Magalis in forum RPGs & Tabletop Gaming DiscussionReplies: 2Last Post: Friday, 15th February, 2002, 05:29 AM