Mark Hope said:
OK, cool. I'll pick one and go for it.
Heh heh. I had to consciously stop myself from writing "module" when making the post. Old habits...
.
Ugh. No. I bought it specifically so that I could run Azure Bonds as a proper sequel. Not impressed. But I'll save that for later...
This thread might also be a good place for any suggestions as to what to discuss.
Undermountain is a good choice - will definitely have to include that one. Post any more ideas here...
The
TSR Archive should provide a good bout of memory-jogging.
All I've ever heard about the Avatar Trilogy adventures is criticism. Like most FR players, I loved the novels and never bought or played the modules. I'm wondering if there's anyone out there who thought they were good. I also treated any of the FR Underdark products that way- read the Drizzt novels, loved 'em, never touched the RPG material because I shunned high-level play. (I remember thinking at the time that high-level characters automatically made munchkins out of players. And my players probably would have taken the hard right down Munchkin Ave., too.)
I've never played or read the HHQ series- the one-on-one "(Class) Challenge" products. If I'd known about them growing up, I might have gotten to play more D&D- it was far easier to find one friend than four or five.
I get the impression that 2e-era Greyhawk is a sore spot for many of you. Frankly, I don't remember paying Greyhawk even one tiny bit of attention, ever, before getting into Thomas Miller's net.saga "
The Adventurers". In fact, I remember getting my Dragon magazines in the mail in the early nineties and just automatically flipping past any GH article I saw.
It was as if it didn't exist. That seems to have been something of an accidentally prescient view. But I wonder if there were lost gems in this period of Greyhawk's existence... just don't ask Gary about 'em.
I know Dark Sun, Ravenloft, Spelljammer, and Birthright have their dedicated fans to this day, but I'd also love to know about the quality of the pre-published adventure material. For many of TSR's 2e-era campaign settings, it was more difficult to write your own stuff and feel like it was "good". It always seemed like players in these "genre" settings ended up having to use more pre-pub material.