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Best and Worst Module Adventures
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<blockquote data-quote="Celebrim" data-source="post: 647812" data-attributes="member: 4937"><p>Without having played every module under the aupices of a good and imaginitive DM, I'm not sure my opinion is fully worth it. But from what I have played and run, I feel I can draw some conclusions based on reading a module and at least throw said modules in a runner up category fairly. The Best/Worst I've actually played and/or ran.</p><p></p><p>Best Module: I6: Ravenloft. Excellent use of atmosphere, memorable villian, much usually unexplored potential to develope the module for RP/storytelling, best map ever made for a dungeon, diverse challenges in RP, dungeoneering, and combat. Minor complaint: At suggested level of play is impossible if the DM doesn't pull his punches.</p><p></p><p>Runners Up: I3-I5: Desert of Desolation Series, S1: Tomb of Horrors, U1-2 (U3 wasn't quite as well done), UK1, X2, Dragon Lance, Axe of the Dwarven Lords, and assorted Dungeon modules I can't remember the name of and don't feel like looking up.</p><p></p><p>Worst Module: S4: Lost Caverns of Tsojocanth. Ok, so in many ways this was the first module ever written, so I should be sparing, but this is a dreadfully done uninteresting killer uber dungeon filled with uninspired fights against various monsters with no particular sense of structure or relationship to each other. WG4 was a rather more interesting write up of the same scenario, and Monte's RttToEE was a rather more interesting version of that. </p><p></p><p>Runners Up: Terrible Trouble at Tragidore (Tragic Bore is more like it, but it least it tried to have a story), B1, B2: Keep on the Borderlands, GDQ, A1-4, any given 2ed. module not mentioned, Castle Greyhawk and any other collection best reserved for April issues of Dragon. </p><p></p><p>Most Nostalgic Despite it's Flaws: X1: Isle of Dread.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 647812, member: 4937"] Without having played every module under the aupices of a good and imaginitive DM, I'm not sure my opinion is fully worth it. But from what I have played and run, I feel I can draw some conclusions based on reading a module and at least throw said modules in a runner up category fairly. The Best/Worst I've actually played and/or ran. Best Module: I6: Ravenloft. Excellent use of atmosphere, memorable villian, much usually unexplored potential to develope the module for RP/storytelling, best map ever made for a dungeon, diverse challenges in RP, dungeoneering, and combat. Minor complaint: At suggested level of play is impossible if the DM doesn't pull his punches. Runners Up: I3-I5: Desert of Desolation Series, S1: Tomb of Horrors, U1-2 (U3 wasn't quite as well done), UK1, X2, Dragon Lance, Axe of the Dwarven Lords, and assorted Dungeon modules I can't remember the name of and don't feel like looking up. Worst Module: S4: Lost Caverns of Tsojocanth. Ok, so in many ways this was the first module ever written, so I should be sparing, but this is a dreadfully done uninteresting killer uber dungeon filled with uninspired fights against various monsters with no particular sense of structure or relationship to each other. WG4 was a rather more interesting write up of the same scenario, and Monte's RttToEE was a rather more interesting version of that. Runners Up: Terrible Trouble at Tragidore (Tragic Bore is more like it, but it least it tried to have a story), B1, B2: Keep on the Borderlands, GDQ, A1-4, any given 2ed. module not mentioned, Castle Greyhawk and any other collection best reserved for April issues of Dragon. Most Nostalgic Despite it's Flaws: X1: Isle of Dread. [/QUOTE]
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