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Which of these old school modules are worth getting?
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<blockquote data-quote="Wik" data-source="post: 4676803" data-attributes="member: 40177"><p>I only voted for three: Veiled Society. Tamoachan, and Forbidden City. Why?</p><p></p><p><strong>1. The Veiled Society</strong></p><p>I have some fond memories running this one, and it gives a good framework for how to run an urban campaign. I think it needs to be taken in context of the time period it was designed in, as well as the target market (it was a BECMI game, and was assumed as such to be run for younger gamers). There is a lot you can use, here, though it is a bit rail-roady for an urban adventure. I forget it now, but I remember that some of the clues in the "murder mystery" were interestingly done, and the villain isn't the one I first suspected.</p><p></p><p><strong>2. Tamoachan</strong></p><p>My favourite D&D adventure, bar none. There are a lot of great encounters that can be stolen and incorporated into other dungeons. Plus, the general idea of the dungeon (you have to escape the dungeon in time) means that gameplay is a bit different - PCs don't just focus on loot or killing monsters. Getting out of the dungeon is your prime concern. There are a lot of encounters that will slow you down if you choose to engage with them, which may annoy some GMs and players, but I always found to be exciting. An example, from memory:</p><p></p><p>[sblock=spoiler]</p><p>A statue head of a beaked creature, with a ring in the mouth. If you reached into the mouth, the head would slam down on your arm, holding you in place. It would take time to escape the trap. Hell, even if you tried to set up some alternate way to get the ring (a long stick, for example), it would eat up valuable time. </p><p></p><p>Compare this to, say, Tomb of Horrors, where a trap like this would result in instantly losing your arm - a penalty for greed and "stupidity", but not one that really did anything to the gameplay process besides harm a PC)</p><p>[/sblock]</p><p></p><p>Plus, the Hermit Crab and Talking Crayfish are some of my favourite NPCs. I re-used them in my 3e Savage Tide AP, and the group had a blast.</p><p></p><p><strong>3. Forbidden City</strong></p><p></p><p>Only ran parts of it, but it has stuck out in my mind. You have to love jungle adventures, and wasn't this the one that gave us the Yuan-Ti? And the Tasloi? It's one of those adventures where you don't need to plot out the PCs' path... you just throw them in the area, and let them interact with the city however they'd like. Lots of fun if you like a sandbox.</p></blockquote><p></p>
[QUOTE="Wik, post: 4676803, member: 40177"] I only voted for three: Veiled Society. Tamoachan, and Forbidden City. Why? [b]1. The Veiled Society[/b] I have some fond memories running this one, and it gives a good framework for how to run an urban campaign. I think it needs to be taken in context of the time period it was designed in, as well as the target market (it was a BECMI game, and was assumed as such to be run for younger gamers). There is a lot you can use, here, though it is a bit rail-roady for an urban adventure. I forget it now, but I remember that some of the clues in the "murder mystery" were interestingly done, and the villain isn't the one I first suspected. [b]2. Tamoachan[/b] My favourite D&D adventure, bar none. There are a lot of great encounters that can be stolen and incorporated into other dungeons. Plus, the general idea of the dungeon (you have to escape the dungeon in time) means that gameplay is a bit different - PCs don't just focus on loot or killing monsters. Getting out of the dungeon is your prime concern. There are a lot of encounters that will slow you down if you choose to engage with them, which may annoy some GMs and players, but I always found to be exciting. An example, from memory: [sblock=spoiler] A statue head of a beaked creature, with a ring in the mouth. If you reached into the mouth, the head would slam down on your arm, holding you in place. It would take time to escape the trap. Hell, even if you tried to set up some alternate way to get the ring (a long stick, for example), it would eat up valuable time. Compare this to, say, Tomb of Horrors, where a trap like this would result in instantly losing your arm - a penalty for greed and "stupidity", but not one that really did anything to the gameplay process besides harm a PC) [/sblock] Plus, the Hermit Crab and Talking Crayfish are some of my favourite NPCs. I re-used them in my 3e Savage Tide AP, and the group had a blast. [b]3. Forbidden City[/b] Only ran parts of it, but it has stuck out in my mind. You have to love jungle adventures, and wasn't this the one that gave us the Yuan-Ti? And the Tasloi? It's one of those adventures where you don't need to plot out the PCs' path... you just throw them in the area, and let them interact with the city however they'd like. Lots of fun if you like a sandbox. [/QUOTE]
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Which of these old school modules are worth getting?
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