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DMs Guild Treasures: 5 BECMI Modules That Deserve the Big Book Treatment
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<blockquote data-quote="The Glen" data-source="post: 7921833" data-attributes="member: 6800327"><p>There's a ton of BECMI modules that would be great for 5th edition conversion, but there's also quite a few that weren't good from the start. Taking out the ones that have been done, you've got a lot to choose from:</p><p></p><p>B3: Palace of the Silver Princess is a dungeon crawl, though the controversy behind Otis' art makes it famous. But it isn't enough to warrant its own book.</p><p></p><p>B5: Horror on the Hill is a dungeon crawl disguised as an outdoor adventure. But it is still too small in scope.</p><p></p><p>B6: Veiled Society is a fantastic mystery adventure, but it's way too short to be converted unless you want to just reprint the entire Grandy Duchy of Karameikos. Not that it would be a bad thing...</p><p></p><p>B7: Rahasia is similar to B3, an expansive dungeon crawl but a dungeon crawl regardless.</p><p></p><p>B9: Castle Caldwell was a kid's module and not well regarded.</p><p></p><p>B10: Night's Dark Terror is one of the finest modules ever written and deserves a new version in any edition.</p><p></p><p>B11/B12: King's Festival and Queen's Harvest were great beginner modules but just simple dungeon crawls.</p><p></p><p>DDA1/DDA2: Arena and Legions of Thyatis were good Roman-themed modules set in Thyatis that could serve as a bigger book but the Roman theme might set people off on the theme.</p><p></p><p>DDA3/DD4: Eye of Traldar and Dymrak Dread were crippling short and almost read like a dungeon article.</p><p></p><p>X2: Castle Amber is the crazy horror module to Ravenloft's gothic horror. Could easily get the CoS treatment.</p><p></p><p>X3: Curse of Xanathon is a well written large-ranging module going from city to wilderness to dungeon but it's not as well known as others on this list.</p><p></p><p>X4/X5/X10: Master of the Desert Nomads, Temple of Death and Red Arrow, Black Shield are one hell of an adventure trilogy though RABS needs serious reworking to update it to the Mystara gazetteers.</p><p></p><p>X6/X9: Quagmire and Savage Coast were badly written and both got retconned by later books.</p><p></p><p>X7: War Rafts of Kron was an unforgiving sea-going module that was known for it's lethal 3rd act that came out of nowhere. Might work in a compilation.</p><p></p><p>X8: Drums of Fire Mountain was a timed module that did wilderness and dungeon but didn't stand out in its own right.</p><p></p><p>X11: Saga of the Shadow Lord was a two-part module that didn't work together in its own right, you'd have to put it in a compilation.</p><p></p><p>X12: Skarda's Mirror is another short module set in Karameikos. That could be a theme for a compilation.</p><p></p><p>X13: Crown of Ancient Glory was a strange one because it showed a lot of the early rust being set in a nation that got completely retconned.</p><p></p><p>CM1/2/3/4 Test of the Warlords and its successors would get an entire campaign, but 5e doesn't do high level very well and also would need to add the rules for mass combat and domain management.</p><p></p><p>CM5 was a solo module.</p><p></p><p>CM6 Where Chaos Reigns was a time hopping blast but would be rather strange for most new players.</p><p></p><p>CM7 The Tree of Life was a gimmick module because everybody had to play an elf to save a dying tree of life. The all elf part was mandatory so that doesn't translate well.</p><p></p><p>CM8 The Endless Stair was a long winded mess from start to finish.</p><p></p><p>CM9 Legacy of Blood would be a great module to expand as you have to fix a dying domain and figure out who's trying to sabotage it. It's a Scooby Do Mystery for high level characters.</p><p></p><p>The Master level modules weren't very well regarded and too high a level for most 5e players. The Immortal modules are practically another game entirely. Modules are like good books, the story sells the game, just have to update them once in a while. The last Mystara book was released in 1996. It's been 24 years since the setting saw love. Of course, new books in the setting would also be very welcomed. It's not a zero sum game.</p></blockquote><p></p>
[QUOTE="The Glen, post: 7921833, member: 6800327"] There's a ton of BECMI modules that would be great for 5th edition conversion, but there's also quite a few that weren't good from the start. Taking out the ones that have been done, you've got a lot to choose from: B3: Palace of the Silver Princess is a dungeon crawl, though the controversy behind Otis' art makes it famous. But it isn't enough to warrant its own book. B5: Horror on the Hill is a dungeon crawl disguised as an outdoor adventure. But it is still too small in scope. B6: Veiled Society is a fantastic mystery adventure, but it's way too short to be converted unless you want to just reprint the entire Grandy Duchy of Karameikos. Not that it would be a bad thing... B7: Rahasia is similar to B3, an expansive dungeon crawl but a dungeon crawl regardless. B9: Castle Caldwell was a kid's module and not well regarded. B10: Night's Dark Terror is one of the finest modules ever written and deserves a new version in any edition. B11/B12: King's Festival and Queen's Harvest were great beginner modules but just simple dungeon crawls. DDA1/DDA2: Arena and Legions of Thyatis were good Roman-themed modules set in Thyatis that could serve as a bigger book but the Roman theme might set people off on the theme. DDA3/DD4: Eye of Traldar and Dymrak Dread were crippling short and almost read like a dungeon article. X2: Castle Amber is the crazy horror module to Ravenloft's gothic horror. Could easily get the CoS treatment. X3: Curse of Xanathon is a well written large-ranging module going from city to wilderness to dungeon but it's not as well known as others on this list. X4/X5/X10: Master of the Desert Nomads, Temple of Death and Red Arrow, Black Shield are one hell of an adventure trilogy though RABS needs serious reworking to update it to the Mystara gazetteers. X6/X9: Quagmire and Savage Coast were badly written and both got retconned by later books. X7: War Rafts of Kron was an unforgiving sea-going module that was known for it's lethal 3rd act that came out of nowhere. Might work in a compilation. X8: Drums of Fire Mountain was a timed module that did wilderness and dungeon but didn't stand out in its own right. X11: Saga of the Shadow Lord was a two-part module that didn't work together in its own right, you'd have to put it in a compilation. X12: Skarda's Mirror is another short module set in Karameikos. That could be a theme for a compilation. X13: Crown of Ancient Glory was a strange one because it showed a lot of the early rust being set in a nation that got completely retconned. CM1/2/3/4 Test of the Warlords and its successors would get an entire campaign, but 5e doesn't do high level very well and also would need to add the rules for mass combat and domain management. CM5 was a solo module. CM6 Where Chaos Reigns was a time hopping blast but would be rather strange for most new players. CM7 The Tree of Life was a gimmick module because everybody had to play an elf to save a dying tree of life. The all elf part was mandatory so that doesn't translate well. CM8 The Endless Stair was a long winded mess from start to finish. CM9 Legacy of Blood would be a great module to expand as you have to fix a dying domain and figure out who's trying to sabotage it. It's a Scooby Do Mystery for high level characters. The Master level modules weren't very well regarded and too high a level for most 5e players. The Immortal modules are practically another game entirely. Modules are like good books, the story sells the game, just have to update them once in a while. The last Mystara book was released in 1996. It's been 24 years since the setting saw love. Of course, new books in the setting would also be very welcomed. It's not a zero sum game. [/QUOTE]
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