Stormonu
NeoGrognard
Okay, one of the things that will help sell 5E is GOOD adventures. The question is, does TSR and WotC have a good track record for adventures? And which adventures ARE good and should be held up as the standard for what we want in 5E - and why are they good? Likewise, why are the bad modules/adventures bad?
Now, one of the things to consider is the old TSR adventures - A1-A4, B1-B10, C1-4, D1-3, I1-10, etc. They're definitely famous, but are they really good - especially to modern eyes? Before anyone declares these modules as the gold standard, I'd caution them to really look at the content. Some of them rode to fame on the fact that the shared experience when so few official adventures were available was so huge, and in today's market their initial release would have been glossed over or derided.
Also, I'm not saying that the good adventures should be simply reprinted or we see "Return to..." or "Expedition to..." duplicates for 5E. Instead, I'm proposing we talk about the aspects of these modules that appealed - and what failed.
My List:
Selections from B/X, BECMI
B1 - In Search of the Unknown. The Good: you can customize the rooms with your own creatures (from a list in the module). The Bad: Lots of maze-like deadends with no purpose. Plot is wet t-paper thin.
B2 - Keep on the Borderlands. The Good: A home base and a mini ecosystem dungeon. The Bad: Overwhelming odds tends to mean the PCs die in their first foray until they learn caution.
Selections from AD&D 1E
A4 - In the Dungeons of the Slavelords. The Good: Tests the character's wits. Fun final encounter really lets the PCs get their revenge. The Bad: Railroad beginning requires the PCs to be bereft of equipment.
I6 - Ravenloft. The Good: Strong story-based atmosphere. The villain does not sit idle waiting for the PCs. High replayability due to random placement of key story objects and villain goals.
S1 - Tomb of Horrors. The Good: Can't be defeated via violence. Interesting puzzles and traps. The Bad: You're not going to make it through without dying unless you cheat. It's only fun for the sadistic DM.
S2 - White Plume Mountain. The Good: Interesting puzzles to throw at PCs. Requires creative thought and inventiveness as well as reasoning skills. The Bad: Contrived plot. Adventure doesn't assume you will keep the artifacts afterward; the items are unbalancing to campaigns.
General notes: The Bad: A lot of 1E adventures rely on (modern) player knowledge to overcome thinking challenges. Likewise a lot of NPC's encountered tend to be "gotchas", who pose as allies to the PCs and then turn on the group.
Selections from 2E:
Night of the Living Dead. The Good: Lots of atmosphere, strong storyline. The Bad: Encounters are very linear. It is likewise dependent on the PCs taking initiative in investigating with few hints to help the PCs progress; there a points the PCs hit a dead end and can do nothing until the next timed event occurs to move things forward. Main bad guy has an instant death ability - in a 1st level adventure.
General notes: 2E adventures tend to have a much stronger story than 1E adventures, but are often more linear. Characters are generally EXPECTED to be trusting (gullible) heroes and the writers tend to dismiss the idea that the characters may be shady/gray. NPCs are either are either inept or condescending towards PCs, though there are far few "gotchas".
Selections from 3E:
Expedition to Castle Ravenloft. The Good: Lots of interesting and unique encounters. The Bad: Hate the delve format. Too linear, too much going on. Every time you open a door, you can expect a fight. Looses a lot of the semi-sandboxy "skulking through a creepy castle" of the original.
General notes: 3E adventures seem to combine elements of story and lots of fights. NPCs run the gamut; they are helpful or hindering and are generally recognizable so upon meeting. Only the Standing Stone makes use of "gotcha" NPCs, but uses that as the central basis of the adventure.
Selections from 4E:
Keep on the Shadowfell. The Bad: Fight, fight, fight, grind, grind, grind. Hate the delve format. Irontooth encounter is overpowered for no good reason. Sir Keegan skill challenge doesn't follow the DMG suggestions and is very poorly designed.
Now, one of the things to consider is the old TSR adventures - A1-A4, B1-B10, C1-4, D1-3, I1-10, etc. They're definitely famous, but are they really good - especially to modern eyes? Before anyone declares these modules as the gold standard, I'd caution them to really look at the content. Some of them rode to fame on the fact that the shared experience when so few official adventures were available was so huge, and in today's market their initial release would have been glossed over or derided.
Also, I'm not saying that the good adventures should be simply reprinted or we see "Return to..." or "Expedition to..." duplicates for 5E. Instead, I'm proposing we talk about the aspects of these modules that appealed - and what failed.
My List:
Selections from B/X, BECMI
B1 - In Search of the Unknown. The Good: you can customize the rooms with your own creatures (from a list in the module). The Bad: Lots of maze-like deadends with no purpose. Plot is wet t-paper thin.
B2 - Keep on the Borderlands. The Good: A home base and a mini ecosystem dungeon. The Bad: Overwhelming odds tends to mean the PCs die in their first foray until they learn caution.
Selections from AD&D 1E
A4 - In the Dungeons of the Slavelords. The Good: Tests the character's wits. Fun final encounter really lets the PCs get their revenge. The Bad: Railroad beginning requires the PCs to be bereft of equipment.
I6 - Ravenloft. The Good: Strong story-based atmosphere. The villain does not sit idle waiting for the PCs. High replayability due to random placement of key story objects and villain goals.
S1 - Tomb of Horrors. The Good: Can't be defeated via violence. Interesting puzzles and traps. The Bad: You're not going to make it through without dying unless you cheat. It's only fun for the sadistic DM.
S2 - White Plume Mountain. The Good: Interesting puzzles to throw at PCs. Requires creative thought and inventiveness as well as reasoning skills. The Bad: Contrived plot. Adventure doesn't assume you will keep the artifacts afterward; the items are unbalancing to campaigns.
General notes: The Bad: A lot of 1E adventures rely on (modern) player knowledge to overcome thinking challenges. Likewise a lot of NPC's encountered tend to be "gotchas", who pose as allies to the PCs and then turn on the group.
Selections from 2E:
Night of the Living Dead. The Good: Lots of atmosphere, strong storyline. The Bad: Encounters are very linear. It is likewise dependent on the PCs taking initiative in investigating with few hints to help the PCs progress; there a points the PCs hit a dead end and can do nothing until the next timed event occurs to move things forward. Main bad guy has an instant death ability - in a 1st level adventure.
General notes: 2E adventures tend to have a much stronger story than 1E adventures, but are often more linear. Characters are generally EXPECTED to be trusting (gullible) heroes and the writers tend to dismiss the idea that the characters may be shady/gray. NPCs are either are either inept or condescending towards PCs, though there are far few "gotchas".
Selections from 3E:
Expedition to Castle Ravenloft. The Good: Lots of interesting and unique encounters. The Bad: Hate the delve format. Too linear, too much going on. Every time you open a door, you can expect a fight. Looses a lot of the semi-sandboxy "skulking through a creepy castle" of the original.
General notes: 3E adventures seem to combine elements of story and lots of fights. NPCs run the gamut; they are helpful or hindering and are generally recognizable so upon meeting. Only the Standing Stone makes use of "gotcha" NPCs, but uses that as the central basis of the adventure.
Selections from 4E:
Keep on the Shadowfell. The Bad: Fight, fight, fight, grind, grind, grind. Hate the delve format. Irontooth encounter is overpowered for no good reason. Sir Keegan skill challenge doesn't follow the DMG suggestions and is very poorly designed.
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