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Dungeon Magazine's Top 30 Adventures: Do they hold up?
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<blockquote data-quote="Jer" data-source="post: 8637501" data-attributes="member: 19857"><p>Let's see - I can only really comment on the ones I've played or run, and should probably stick to ones I've played or run relatively recently...</p><p></p><p></p><p>It's been years - I remember putting a lot of work into it to make it work under 3e and my players still weren't all that into it. Haven't had the urge to touch it since.</p><p></p><p>Still good. Curse of Strahd is probably slightly better at doing what the original wanted to do though (to be fair, gaming has a lot more tools to do what the Hickman's wanted to do with it back then).</p><p></p><p>Fun as a one-off - as it was intended. Not something I'd use in a campaign, but works if you approach it like a slasher movie with disposable characters that you want to see how horribly they can die and/or who gets to be the Final Girl and make it to the end.</p><p></p><p>Not worth the effort to make it work. I like Metzner but it just doesn't hold up these days IMO - even as a location setting it's just kind of boring.</p><p></p><p>Definitely worth the effort to make it work. An adventure that I've run under at least 3 different editions of D&D.</p><p></p><p>Nope. Doesn't work with my current groups. Tried to run it with a group to show them how the game was back in the day and they noped out of it from the premise alone - a few of them suggested burning down the keep and sending the humans back where they came from. We switched over to In Search Of The Unknown and they had more fun with exploring Quasqueton.</p><p></p><p>Holds up! Ran a conversion of it for my 13th Age group and didn't have to change much at all. If anything the weirdness of it has aged better than some of the more "straight" adventures from the same era.</p><p></p><p>Mostly holds up - also ran a conversion of it for my 13th Age group and the orc encounter at the top of the mountain played a lot differently than it did when I ran it under 3e for a different group back in the day (this time my players negotiated passage into the Forge from the orcs instead of just jumping in ready to fight, which gave the whole adventure a different tone).</p><p></p><p>Holds up surprisingly well, with a few tweaks. I think the Averogine parts are better now that I'm older, but that's probably more on me and the fact that I've read a lot more Clark Ashton Smith than I had when I was 13 and ran it for the first time...</p><p></p><p>Holds up! I love this Scooby-Doo adventure and the look on player's faces when they figure out what's actually going on.</p><p></p><p>Wish I could say it holds up, but I haven't tried to run it in years. I love this adventure, but the "you're trapped in a pyramid and could run an entire campaign in this one dungeon alone" model just doesn't work for my group.</p><p></p><p>I'd add the Sunless Citadel to that list, actually, after running it multiple times under 3 different editions of D&D. The ending is a bit of a dud, and the lower level is mostly underdeveloped, but the first level is a really good intro to dungeon crawling and every time I've run it its turned out differently (just ran it again within the last couple of years for my 13th age group as well).</p><p></p><p>I'd also add Palace of the Silver Princess to that list - another adventure that I've run under multiple editions of the game for different groups - but I know that it doesn't get as much love because it does need a lot of work to make it actually work (As a Moldvay fan I hate to say it, but the Orange cover edition is actually a bit better IMO, though both suffer from maps that are kind of nonsense).</p></blockquote><p></p>
[QUOTE="Jer, post: 8637501, member: 19857"] Let's see - I can only really comment on the ones I've played or run, and should probably stick to ones I've played or run relatively recently... It's been years - I remember putting a lot of work into it to make it work under 3e and my players still weren't all that into it. Haven't had the urge to touch it since. Still good. Curse of Strahd is probably slightly better at doing what the original wanted to do though (to be fair, gaming has a lot more tools to do what the Hickman's wanted to do with it back then). Fun as a one-off - as it was intended. Not something I'd use in a campaign, but works if you approach it like a slasher movie with disposable characters that you want to see how horribly they can die and/or who gets to be the Final Girl and make it to the end. Not worth the effort to make it work. I like Metzner but it just doesn't hold up these days IMO - even as a location setting it's just kind of boring. Definitely worth the effort to make it work. An adventure that I've run under at least 3 different editions of D&D. Nope. Doesn't work with my current groups. Tried to run it with a group to show them how the game was back in the day and they noped out of it from the premise alone - a few of them suggested burning down the keep and sending the humans back where they came from. We switched over to In Search Of The Unknown and they had more fun with exploring Quasqueton. Holds up! Ran a conversion of it for my 13th Age group and didn't have to change much at all. If anything the weirdness of it has aged better than some of the more "straight" adventures from the same era. Mostly holds up - also ran a conversion of it for my 13th Age group and the orc encounter at the top of the mountain played a lot differently than it did when I ran it under 3e for a different group back in the day (this time my players negotiated passage into the Forge from the orcs instead of just jumping in ready to fight, which gave the whole adventure a different tone). Holds up surprisingly well, with a few tweaks. I think the Averogine parts are better now that I'm older, but that's probably more on me and the fact that I've read a lot more Clark Ashton Smith than I had when I was 13 and ran it for the first time... Holds up! I love this Scooby-Doo adventure and the look on player's faces when they figure out what's actually going on. Wish I could say it holds up, but I haven't tried to run it in years. I love this adventure, but the "you're trapped in a pyramid and could run an entire campaign in this one dungeon alone" model just doesn't work for my group. I'd add the Sunless Citadel to that list, actually, after running it multiple times under 3 different editions of D&D. The ending is a bit of a dud, and the lower level is mostly underdeveloped, but the first level is a really good intro to dungeon crawling and every time I've run it its turned out differently (just ran it again within the last couple of years for my 13th age group as well). I'd also add Palace of the Silver Princess to that list - another adventure that I've run under multiple editions of the game for different groups - but I know that it doesn't get as much love because it does need a lot of work to make it actually work (As a Moldvay fan I hate to say it, but the Orange cover edition is actually a bit better IMO, though both suffer from maps that are kind of nonsense). [/QUOTE]
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