MerricB said:
I'd classify RA1: Feast of Goblins as a classic module - I do like it very much.
I'd also classify WGA4: Vecna Lives! as a classic, but a flawed classic. (It has a classic storyline, but terrible execution). Similarly for Five Shall Be One/Howl From the North - great ideas, horrible execution.
Cheers!
Have to agree with ya on
Vecna Lives! & its lead-up modules: good idea, bad execution. Main reason why I didn't run them at all.
As for
Night Below, it was a good concept, but personally, a bad module/series of games,
primarily because the group of PCs we used in the thing were atypical, & not a "standard" 2nd ed. AD&D adventuring group (i.e., a fighter, cleric, mage, & thief; at least an elf & a dwarf; etc.). Character deaths made things worse (since we weren't allowed an option to return to the surface once underground). At the end of it, I was glad the module was over rather than feeling any level of accomplishment.
I think that my experiences with
Night Below pretty much cover my main issue with a lot of 2nd ed. modules--not good if your group isn't playing a typical D&D group, a degree of railroading/forced options, and if it was a "mega-dungeon," "uber-adventure," or something similar, then it typically grew staler instead of more exciting as progress was made.
IMHO, though,
Dungeon had some decent 2nd ed. AD&D adventures that proved to be much more enjoyable than any of the 2nd ed. modules.