Non-physical releases have a lot of problems cutting through.I also quite like Remains of the Empire, but it seems to have slipped under the radar for a lot of folks. Perhaps it is not notable enough to count as a "classic".
Non-physical releases have a lot of problems cutting through.I also quite like Remains of the Empire, but it seems to have slipped under the radar for a lot of folks. Perhaps it is not notable enough to count as a "classic".
Non-physical releases have a lot of problems cutting through.
The original adventure is written with the idea that the party fights the lizardfolk and only later find out they're NOT the enemy. The entire point is subverting the (then) assumption that all non-humans were enemies.I really, REALLY want to like Ghosts of Saltmarsh. Again, I had some problems with the group I was playing with - mismatching styles, which made running it go not great.
But, that being said, Danger at Dunwater is a TERRIBLE adventure. It's a great setting piece for how to build a lizardfolk town, but, as an adventure? It's awful. There's nothing really to do. Find the lizardfolk, talk to them for a bit, go kill a crocodile and go home. You're not supposed to fight the lizardfolk - so, 3/4 of the module will never be used. To me, this is an example of pretty much every mistake you could make in designing a module. Zero actual adventure, most of it is entirely background that the players should never actually see.
I'll admit, I never saw the original. But, this one was SUCH a disappointment. I managed to reuse The Final Enemy in my Candlekeep campaign and it was a total blast. The party wasn't there to fight, just to slip through and it made a fantastic adventure for that.The original adventure is written with the idea that the party fights the lizardfolk and only later find out they're NOT the enemy. The entire point is subverting the (then) assumption that all non-humans were enemies.
Trying to recast it for a modern audience... has so many issues. Especially how it was done.
Its fun, but is lacking proper sailing rules or a good nautical adventure but with a couple of creative additions it can be awesome,What is the consensus on Ghosts of Saltmarsh? I’ve been thinking of running it now that there is more Greyhawk support for 5e.
Just remembered this thread and came in here to say age of worms, that one's definitely a classic. God, I don't even know a good way to get it nowadays though. I guess hunt down the dungeon issues it was in? Double-checked and paizo sells them, so that's nice at least. That's one that would make for a fantastic remake for a newer edition, if only just to get it on VTTs.I am mostly going off of forum feedback from others here over time but I would say Curse of Strahd and Lost Mines are the most recent ones likely to be regarded as classics.
They were early and really popular with lots of people having played or run them and talked about them positively and have lots of good play aspects and design to them that stands up over time. Others are mentioned fondly by some but not nearly to the level of numbers of people that Phandelver and Curse have had lots of positive things said about them. Others have been talked about as really good ones or in some opinions better than those two, but none has really reached a consensus standout superstar adventure status the way Curse and Lost Mines has.
I own a handful of 5e WotC adventures, have read one all the way through (Starter Set Lost Mines of Phandelver), run one as a DM (twice, White Plume in Yawning Portal from a borrowed copy, I had also run it in 1e in the 90s so I was familiar and only had to read the 5e version on the spot as the two parties went down their different branches, mostly for the 5e monster conversions), and played in part of one (Curse of Strahd). The majority of my 5e DMing has been converting Pathfinder 1e adventure paths and adding on to those.
The later 4e adventures were generally regarded as much better modules over the initial adventure path modules. I would say Madness at Gardmore Abbey and The Slaying Stone are more likely to be considered classics from the 4e era than any of the initial HPE modules.
It is funny, 3e however is a mix. Sunless Citadel, the initial 3.0 AP module, was widely played and greatly liked and considered great design but Red Hand of Doom is a late 3.5 standout of high quality that reached a popularity level that makes me consider it a classic as well. I might add in the later and strongly themed Paizo D&D Dungeon Adventure Paths for Age of Worms and Savage Tide. From discussions a highly played and highly regarded set of adventures. I had great times playing in each of these 3e selections.