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Dungeon Magazine's Top 30 Adventures: Do they hold up?
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<blockquote data-quote="Paul Farquhar" data-source="post: 8642857" data-attributes="member: 6906155"><p>I've been away but I will give you my take on these.</p><p></p><p>I wouldn't say it's "best". Influential, as the first adventure path, is a better description. Parts need a lot of work to adapt to 5e. Personally, I've never liked adventures where you are fighting a lot of the same kind of creature, it gets repetitive.</p><p></p><p>Yup. Stands up well, better than 2nd edition Raveloft Campaign setting, better then 5e Curse of Srahd.</p><p></p><p>Never run it, but is a good exemplar of the deathtrap dungeon archetype, and still works well.</p><p></p><p>Poor.</p><p></p><p>Classic, especially the art design and concept. In play some parts can be a bit large and repetitive, especially for completionist players.</p><p></p><p>I3 was a a classic, and still works well today. I4 and I5 are a case of cash-in-sequilitis, and where never more than okay.</p><p></p><p>If this was published today people would demand their money back.</p><p></p><p>Never read.</p><p></p><p>Classic, still works well.</p><p></p><p>Never read.</p><p></p><p>Vanilla D&D. It's fine, but I look for more novelty in D&D adventures. By my standards, it's too recent for classic status.</p><p></p><p>Not read</p><p></p><p>Classically brilliant. I have struggled to adapt it to 5e though, principally in terms of what level range to aim at.</p><p></p><p>Not read.</p><p></p><p>I've run this in 1st edition and 5e. It works well, so long as you remember that a) it was designed as a tournament module (the scorecard is useful to see the author's intent) and b) it makes no sense.</p><p></p><p>Only really glanced at Slavelords, wouldn't be fair for me to comment.</p><p></p><p>It's okay. It problem is it has lots of interesting lore, but no way for the DM to transmit it to the players. probably better for reading than playing.</p><p></p><p>When I ran this in 1st edition this the alarm was triggered and it turned into a mass battle in the entrance. Wouldn't want to run that in 5e! Would have been even worse in 3e! The players never found their way to the Heart of the Temple. I re-read it recently, and the writing style is interesting. It tells you a lot more about what the author was thinking than is typical in modern adventures.</p><p></p><p>Don't know.</p><p></p><p>Yes, the dungeon part of this is excellent, and the isometric map innovative. Unfortunately, has the roots of the hard railroad that spoiled the rest of the series. But lift the dungeon, it's great.</p><p></p><p>Not read.</p><p></p><p>Excellent. Still works, but doesn't feel as revolutionary. The original Saltmarsh managed to have a distinctly British feel too.</p><p></p><p>Not read.</p><p></p><p>Hm. Nothing really special here. It's a standard dungeon in the style of White Plume Mountain. I think the giant chess game was already a cliché! Also, as someone familiar with the real world city of Inverness, I find the name a distraction.</p><p></p><p>Missing from the list:</p><p></p><p><strong>I10: The House on Griffin Hill.</strong> This did more to establish Ravenloft as a horror setting, rather than a movie parody setting, than I6. It added the nightmarish quality with is present in VGR.</p><p></p><p><strong>EX 1-2: Dungeonland/Land Beyond the Magic Mirror</strong>. Openly acknowledges the influence of Lewis Carol in D&D, which can be seen in many modules and modern adventures, most notably Wild Beyond the Witchlight.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8642857, member: 6906155"] I've been away but I will give you my take on these. I wouldn't say it's "best". Influential, as the first adventure path, is a better description. Parts need a lot of work to adapt to 5e. Personally, I've never liked adventures where you are fighting a lot of the same kind of creature, it gets repetitive. Yup. Stands up well, better than 2nd edition Raveloft Campaign setting, better then 5e Curse of Srahd. Never run it, but is a good exemplar of the deathtrap dungeon archetype, and still works well. Poor. Classic, especially the art design and concept. In play some parts can be a bit large and repetitive, especially for completionist players. I3 was a a classic, and still works well today. I4 and I5 are a case of cash-in-sequilitis, and where never more than okay. If this was published today people would demand their money back. Never read. Classic, still works well. Never read. Vanilla D&D. It's fine, but I look for more novelty in D&D adventures. By my standards, it's too recent for classic status. Not read Classically brilliant. I have struggled to adapt it to 5e though, principally in terms of what level range to aim at. Not read. I've run this in 1st edition and 5e. It works well, so long as you remember that a) it was designed as a tournament module (the scorecard is useful to see the author's intent) and b) it makes no sense. Only really glanced at Slavelords, wouldn't be fair for me to comment. It's okay. It problem is it has lots of interesting lore, but no way for the DM to transmit it to the players. probably better for reading than playing. When I ran this in 1st edition this the alarm was triggered and it turned into a mass battle in the entrance. Wouldn't want to run that in 5e! Would have been even worse in 3e! The players never found their way to the Heart of the Temple. I re-read it recently, and the writing style is interesting. It tells you a lot more about what the author was thinking than is typical in modern adventures. Don't know. Yes, the dungeon part of this is excellent, and the isometric map innovative. Unfortunately, has the roots of the hard railroad that spoiled the rest of the series. But lift the dungeon, it's great. Not read. Excellent. Still works, but doesn't feel as revolutionary. The original Saltmarsh managed to have a distinctly British feel too. Not read. Hm. Nothing really special here. It's a standard dungeon in the style of White Plume Mountain. I think the giant chess game was already a cliché! Also, as someone familiar with the real world city of Inverness, I find the name a distraction. Missing from the list: [B]I10: The House on Griffin Hill.[/B] This did more to establish Ravenloft as a horror setting, rather than a movie parody setting, than I6. It added the nightmarish quality with is present in VGR. [B]EX 1-2: Dungeonland/Land Beyond the Magic Mirror[/B]. Openly acknowledges the influence of Lewis Carol in D&D, which can be seen in many modules and modern adventures, most notably Wild Beyond the Witchlight. [/QUOTE]
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