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TSR/WotC Adventures - Are they REALLY any good? (Warning: Possible Spoilers)
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<blockquote data-quote="Stormonu" data-source="post: 5984189" data-attributes="member: 52734"><p>Well, I didn't want to create too monstrous of a post touching on EVERY adventure; besides, I don't want this thread to just be my opinion and everyone's reaction to it - I'd like other folks to put forth elements of what they were inspired or liked about adventures. I put in the general comments because I just couldn't hope to touch on <em>every</em> module in my opening post.</p><p></p><p></p><p></p><p></p><p>It's a tricky path - many later adventures (such as a lot of the Ravenloft adventures) used a very heavy hand at the beginning, most of the time TOO heavy. A4 only really makes sense to run it as written if the party fails (as expected) at the end of A3, and even when I ran it I still had to fudge a good reason why the slavelords just didn't slit the throats of the defeated PCs....</p><p></p><p></p><p></p><p>That it did! However, as you noted, as 2E evolved some of the stories got obnoxious to the point of rendering the PCs as onlookers or secondary characters to the "real story". I do like to see adventures with a strong "the story up until now", but not so much a lot detail of how the story will unfold - I'd rather the PCs be at the rudder for moving events along.</p><p></p><p></p><p></p><p></p><p></p><p>Unfortunately, while I own those adventures, I haven't seen them in play, so I was personally trying to avoid commenting too much on those I had read but not actually attempted to play.</p><p></p><p>In case anyone is curious, these are the modules I've actually run/played at least one or two sessions of (* means I've finished it). Most others I have read enough to be familiar with the main plot of the adventure.</p><p></p><p>[sblock]</p><p></p><p>B/X, BECMI</p><p></p><p>B1 - In Search of the Unknown*</p><p>B2 - Keep on the Borderlands</p><p>B3 - Palace of the Silver Princess*</p><p>B4 - The Lost City</p><p>B8 - Journey to the Rock* </p><p></p><p>X1 - Isle of Dread</p><p>X2 - Castle Amber</p><p>XL1 - Quest for the Heartstone*</p><p></p><p>1E</p><p></p><p>A1-A4* Slave Pits of the Undercity, Scourge of the Slavelords, Secrets of the Slaver's Stockade, In the Dungeons of the Slavelords</p><p>C1 - Hidden Shrine of Tamoachan (converted to 3E)*</p><p>C2 - Ghost Tower of Inverness*</p><p>I6 - Ravenloft (1E, 2E & 3E)*</p><p>I10 - House on Griffon Hill*</p><p>L2 - Assassin's Knot*</p><p>N1 - Cult of the Reptile God</p><p>Q1 - Queen of the Demonweb Pits*</p><p>S1 - Tomb of Horrors*</p><p>S2 - White Plume Mountain</p><p>S3 - Lost Caverns of Tsjocanth</p><p>U1-U3* - Sinister Secret of Saltmarsh, Danger at Dunwater, The Final Enemy</p><p></p><p>DL1 - Dragons of Despair</p><p></p><p>2E</p><p></p><p>Dungeon - Alicorn*</p><p>Dungeon - Through the Night*</p><p>Dungeon - Siege of Krayts Freehold*</p><p>Dungeon - Horror's Harvest*</p><p>Dungeon - The Rose of Jumlat*</p><p>Dungeon - Old Man Katan and the Mushroom Band (my PCs killed Katan <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /> )</p><p>Labyrinth of Madness</p><p>Dungeon - The Winter Tapestry* (I wrote it <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p><p></p><p></p><p>ALQ3 - A Dozen and One Adventures</p><p>DS1 - Freedom</p><p>RM1 - Roots of Evil</p><p>RQ1 - Night of the Living Dead* (finished 2E version, converted to 4E)</p><p></p><p></p><p>3E</p><p></p><p>Forge of Fury</p><p>Dungeon - The Seventh Arm*</p><p>DCC - Bloody Jack's Gold</p><p>DCC - Legends are Made, Not Born*</p><p>Atlas Games - Three Days to Kill*</p><p></p><p>Pathfinder</p><p></p><p>Rise of the Runelords - Burnt Offerings*, The Skinsaw Murders*</p><p>Crypt of the Everflame*</p><p></p><p>4E</p><p></p><p>H1 - Keep on the Shadowfell*</p><p>The Slaying Stone</p><p></p><p>[/sblock]</p><p></p><p></p><p></p><p>Quite true, and for a long time, Dungeon has been the major vehicle D&D has supplied adventures through - though it quite often gets overlooked when the discussion of adventures comes up. I hadn't specifically mentioned them, trying to concentrate on "official" stand-alone adventures, but if you or others feel there are gems out there that should be considered, by all means mention them!</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5984189, member: 52734"] Well, I didn't want to create too monstrous of a post touching on EVERY adventure; besides, I don't want this thread to just be my opinion and everyone's reaction to it - I'd like other folks to put forth elements of what they were inspired or liked about adventures. I put in the general comments because I just couldn't hope to touch on [I]every[/I] module in my opening post. It's a tricky path - many later adventures (such as a lot of the Ravenloft adventures) used a very heavy hand at the beginning, most of the time TOO heavy. A4 only really makes sense to run it as written if the party fails (as expected) at the end of A3, and even when I ran it I still had to fudge a good reason why the slavelords just didn't slit the throats of the defeated PCs.... That it did! However, as you noted, as 2E evolved some of the stories got obnoxious to the point of rendering the PCs as onlookers or secondary characters to the "real story". I do like to see adventures with a strong "the story up until now", but not so much a lot detail of how the story will unfold - I'd rather the PCs be at the rudder for moving events along. Unfortunately, while I own those adventures, I haven't seen them in play, so I was personally trying to avoid commenting too much on those I had read but not actually attempted to play. In case anyone is curious, these are the modules I've actually run/played at least one or two sessions of (* means I've finished it). Most others I have read enough to be familiar with the main plot of the adventure. [sblock] B/X, BECMI B1 - In Search of the Unknown* B2 - Keep on the Borderlands B3 - Palace of the Silver Princess* B4 - The Lost City B8 - Journey to the Rock* X1 - Isle of Dread X2 - Castle Amber XL1 - Quest for the Heartstone* 1E A1-A4* Slave Pits of the Undercity, Scourge of the Slavelords, Secrets of the Slaver's Stockade, In the Dungeons of the Slavelords C1 - Hidden Shrine of Tamoachan (converted to 3E)* C2 - Ghost Tower of Inverness* I6 - Ravenloft (1E, 2E & 3E)* I10 - House on Griffon Hill* L2 - Assassin's Knot* N1 - Cult of the Reptile God Q1 - Queen of the Demonweb Pits* S1 - Tomb of Horrors* S2 - White Plume Mountain S3 - Lost Caverns of Tsjocanth U1-U3* - Sinister Secret of Saltmarsh, Danger at Dunwater, The Final Enemy DL1 - Dragons of Despair 2E Dungeon - Alicorn* Dungeon - Through the Night* Dungeon - Siege of Krayts Freehold* Dungeon - Horror's Harvest* Dungeon - The Rose of Jumlat* Dungeon - Old Man Katan and the Mushroom Band (my PCs killed Katan :( ) Labyrinth of Madness Dungeon - The Winter Tapestry* (I wrote it :) ) ALQ3 - A Dozen and One Adventures DS1 - Freedom RM1 - Roots of Evil RQ1 - Night of the Living Dead* (finished 2E version, converted to 4E) 3E Forge of Fury Dungeon - The Seventh Arm* DCC - Bloody Jack's Gold DCC - Legends are Made, Not Born* Atlas Games - Three Days to Kill* Pathfinder Rise of the Runelords - Burnt Offerings*, The Skinsaw Murders* Crypt of the Everflame* 4E H1 - Keep on the Shadowfell* The Slaying Stone [/sblock] Quite true, and for a long time, Dungeon has been the major vehicle D&D has supplied adventures through - though it quite often gets overlooked when the discussion of adventures comes up. I hadn't specifically mentioned them, trying to concentrate on "official" stand-alone adventures, but if you or others feel there are gems out there that should be considered, by all means mention them! [/QUOTE]
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