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What are the classic adventure modules of 3E? (with a tally!)
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<blockquote data-quote="WizarDru" data-source="post: 321527" data-attributes="member: 151"><p>Actually, the lesson you should take is that being a classic is only partially reliant on the individual quality of the module, and that most of the people who've played the module don't post reviews on it. Further, people with agendas tend to post reviews with ratings for the sole purpose of 'fixing' a percieved incorrect number from overly-positive or overl-negative reviewers.</p><p></p><p>Much like movie-reviews, you need to find a critic who mirrors your tastes and sensibilities, and then follow their reviews. When Alan reviews a module, I always check out what he has to say, even if I don't always agree with him - because I trust his judgement, generally speaking.</p><p></p><p>I also don't give nearly as much credence to folks who <em>haven't actually <strong>run</strong> the module.</em> A module like 'Heart of Nightfang Spire' was an excellent read, but in practice, it wasn't as good as I'd hoped. Further, players have a skewed vision of the module, I give their opinions a lesser impact than a DM. Since a player experiences the module through a filter, a good DM can make up for the inadequacies of a flawed adventure, and a poor DM can louse up a well-written one.</p><p></p><p>For example: Sunless Citadel is not a terribly creative or original module...but it is a good, solid dungeon-crawl, perfect for reintroducing players and DMs to D&D. It was first, it was well-done for what it was, and most returning gamers jumped right into it. While everyone may disagree about it's overall quality, no one can deny it was the first 'real' module, right when folks wanted one. It allows for a good deal of diversity in execution, with a little something for every character class. Not too shabby, IMHO.</p><p></p><p>In ten years time, everyone will still remember 'The Sunless Citadel', and that's one of the marks of a classic.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 321527, member: 151"] Actually, the lesson you should take is that being a classic is only partially reliant on the individual quality of the module, and that most of the people who've played the module don't post reviews on it. Further, people with agendas tend to post reviews with ratings for the sole purpose of 'fixing' a percieved incorrect number from overly-positive or overl-negative reviewers. Much like movie-reviews, you need to find a critic who mirrors your tastes and sensibilities, and then follow their reviews. When Alan reviews a module, I always check out what he has to say, even if I don't always agree with him - because I trust his judgement, generally speaking. I also don't give nearly as much credence to folks who [i]haven't actually [b]run[/b] the module.[/i] A module like 'Heart of Nightfang Spire' was an excellent read, but in practice, it wasn't as good as I'd hoped. Further, players have a skewed vision of the module, I give their opinions a lesser impact than a DM. Since a player experiences the module through a filter, a good DM can make up for the inadequacies of a flawed adventure, and a poor DM can louse up a well-written one. For example: Sunless Citadel is not a terribly creative or original module...but it is a good, solid dungeon-crawl, perfect for reintroducing players and DMs to D&D. It was first, it was well-done for what it was, and most returning gamers jumped right into it. While everyone may disagree about it's overall quality, no one can deny it was the first 'real' module, right when folks wanted one. It allows for a good deal of diversity in execution, with a little something for every character class. Not too shabby, IMHO. In ten years time, everyone will still remember 'The Sunless Citadel', and that's one of the marks of a classic. [/QUOTE]
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