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<blockquote data-quote="aramis erak" data-source="post: 8231789" data-attributes="member: 6779310"><p>The Enemy Within (WFRP 1E). I've run all the modules, but never all for one group. I've run it through everything but Empire in Flames twice in the 1990s. I've run it through Death on the Reik twice more.</p><p></p><p>The (rather short) Adventures 2/3/12 path for Classic Traveller. (These are thematically linked, and do all tie in together.) All together, about 6 to 15 sessions in those three little books. Titles: Research Station Gamma, Twilight's Peak, and Secret of the Ancients. I also ran Shadows (DA1) between A2 and A3, then Werewolf (from JTAS) between A3 and A12. Done that twice. (Second time was using TNE, not CT)</p><p></p><p>The whole GDQ sequence under AD&D 1E (munchkined all to hell), under AD&D 2E with the 1E modules, and AD&D 2E with the 2E version - this is the only one not completed; TPK in G3. I've also played as a player the AD&D 1E version under BX... Even more munchkined. This is the only path I've played as a player.</p><p></p><p>Dragonlance - The 25th anniversary version of the DL line of adventures, but run under DL5A. We got about 1/2 way through, and then key players had acute attacks of job interference with social lives, and the others tossed the towel in. I do think that the DL5A game is a better fit to the setting.</p><p></p><p>Doomstones (WFRP1) made it through vol. 4. It's a badly adapted AD&D campaign masquerading as a WFRP one. It's a good adventure, but it would have been far easier and far more fun under a less brutal game engine.</p><p></p><p>The majority of the Star Trek Adventures playtest modules. Some were good, some weren't, and some were obvious bad fits for my players. My favorite of the bunch is "Doomed to Repeat the Past"... which is written for TNG era, and involves Enterprise elements. I'm half-tempted to run it for a Klingon crew in the TOS era.</p><p>I have issues with STA, but they're solvable.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8231789, member: 6779310"] The Enemy Within (WFRP 1E). I've run all the modules, but never all for one group. I've run it through everything but Empire in Flames twice in the 1990s. I've run it through Death on the Reik twice more. The (rather short) Adventures 2/3/12 path for Classic Traveller. (These are thematically linked, and do all tie in together.) All together, about 6 to 15 sessions in those three little books. Titles: Research Station Gamma, Twilight's Peak, and Secret of the Ancients. I also ran Shadows (DA1) between A2 and A3, then Werewolf (from JTAS) between A3 and A12. Done that twice. (Second time was using TNE, not CT) The whole GDQ sequence under AD&D 1E (munchkined all to hell), under AD&D 2E with the 1E modules, and AD&D 2E with the 2E version - this is the only one not completed; TPK in G3. I've also played as a player the AD&D 1E version under BX... Even more munchkined. This is the only path I've played as a player. Dragonlance - The 25th anniversary version of the DL line of adventures, but run under DL5A. We got about 1/2 way through, and then key players had acute attacks of job interference with social lives, and the others tossed the towel in. I do think that the DL5A game is a better fit to the setting. Doomstones (WFRP1) made it through vol. 4. It's a badly adapted AD&D campaign masquerading as a WFRP one. It's a good adventure, but it would have been far easier and far more fun under a less brutal game engine. The majority of the Star Trek Adventures playtest modules. Some were good, some weren't, and some were obvious bad fits for my players. My favorite of the bunch is "Doomed to Repeat the Past"... which is written for TNG era, and involves Enterprise elements. I'm half-tempted to run it for a Klingon crew in the TOS era. I have issues with STA, but they're solvable. [/QUOTE]
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