I am coming into this conversation way late, so I apologize for that, but I had to comment on Reavers of Harkenwold. [DND]D&D[/DND]
I love Reavers of Harkenwold. It's on of my all time favorites next to the Village of Hommlet.
I never ran Keep on the Shadowfell because I could see from the first reading it was going to be an utterly boring dungeon-crawl grindfest. Reavers of Harkenwold is almost exactly the opposite. It's a lot more like a Choose Your Own Adventure.
You come into the first scenario to get you hooked into the plot, but after that, there are several choices. I'm not going to spoil it, but the first book is wide open. You can hit the various mini-modules in different orders. You can turn almost turn it into a sandbox (which I did). You can let the players wander around the Duchy. You can let them jump in with the rebellion right away, or stay to the sidelines until they make an enemy of the Iron Circle.
What started out as a level 2-4 adventure, I turned into a multi-month low level campaign. I think I got my group to 5th or 6th before the big battles toward the end (I had to buff the foes somewhat). Harkenwold gives the improv DM a
lot of room to play, but still allows the "adventure as written" DMs enough guidance to move them through the plot.
I think that's what distinguishes a good adventure from a bad one (of any edition). Do the players have interesting choices or are they just grinding in a straight line to get to the boss fight?
It's a real shame the DM's Guild PDF version (
https://www.dmsguild.com/product/121978/Dungeon-Masters-Kit-4e?affiliate_id=13584) is missing all the poster maps. Some of them are on Mike Schley's site, but they really should be contained in the Guild version. I'm lucky enough to own a paper original and the artwork/cartography is fantastic... as well as some of the most useful maps in my collection.
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Raging Owlbear --
http://ragingowlbear.blogpsot.com