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<blockquote data-quote="Keldryn" data-source="post: 4405411" data-attributes="member: 11999"><p>I've been playing since 1986, starting with BECMI D&D, then moving on to 1st Edition AD&D, then through 2nd, 3rd, and now 4th Edition (though I haven't actually played a real session of 4th yet due to time constraints).</p><p></p><p>My favourite adventures (not in any order) would be:</p><p></p><p>B7 Rahasia - Great intro adventure, more than just a mindless dungeon crawl, with some great flavour and several encounters that require some thought.</p><p></p><p>B10 Night's Dark Terror - This one really defined the flavour of the Grand Duchy of Karameikos and is a fairly long adventure that was designed to get players out of the dungeon and into wilderness and urban adventures. Just a great adventure all around.</p><p></p><p>U1 The Sinister Secret of Saltmarsh - lots has been said about this one already. It's a great one to start a campaign with, even if you don't move on to U2 and U3.</p><p></p><p>The Sunless Citadel - this one is more or less a dungeon crawl, but it's a very good one and again rewards players for not just running through killing everything. It's sort of the 3e equivalent of Keep on the Borderlands, but I think it's a much better-designed adventure.</p><p></p><p>X10 Red Arrow, Black Shield - a war spanning the known world, the players rushing to recruit allies for their side before the emissaries of the Master do... what's not to like? Okay, it needs some fleshing out because some of the nation entries are quite sparse, but it's a great foundation for a significant story arc within the campaign (much like CM1 Test of the Warlords).</p><p></p><p>I usually preferred the BECM adventures to the 1e AD&D modules, perhaps because many of them were rooted in and developed the campaign setting, so they started to feel less generic. I didn't care for the A series (Slavers), or any of the GDQ stuff, or really even the S series. The I, U, and UK series probably had the most of interest to me.</p><p></p><p>When I get the time to start up a 4e game, I think I'm going to run it as a "Known World" campaign. B10 will be the anchor for the early-to-mid Heroic tier, X10 for the early paragon tier, and CM1 for the late paragon and early epic tier. X1 (Isle of Dread) can be the launching point for the mid Heroic tier, perhaps culminating with X4 and X5 (Master of the Desert Nomads and Temple of Death) to finish off the Heroic tier.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 4405411, member: 11999"] I've been playing since 1986, starting with BECMI D&D, then moving on to 1st Edition AD&D, then through 2nd, 3rd, and now 4th Edition (though I haven't actually played a real session of 4th yet due to time constraints). My favourite adventures (not in any order) would be: B7 Rahasia - Great intro adventure, more than just a mindless dungeon crawl, with some great flavour and several encounters that require some thought. B10 Night's Dark Terror - This one really defined the flavour of the Grand Duchy of Karameikos and is a fairly long adventure that was designed to get players out of the dungeon and into wilderness and urban adventures. Just a great adventure all around. U1 The Sinister Secret of Saltmarsh - lots has been said about this one already. It's a great one to start a campaign with, even if you don't move on to U2 and U3. The Sunless Citadel - this one is more or less a dungeon crawl, but it's a very good one and again rewards players for not just running through killing everything. It's sort of the 3e equivalent of Keep on the Borderlands, but I think it's a much better-designed adventure. X10 Red Arrow, Black Shield - a war spanning the known world, the players rushing to recruit allies for their side before the emissaries of the Master do... what's not to like? Okay, it needs some fleshing out because some of the nation entries are quite sparse, but it's a great foundation for a significant story arc within the campaign (much like CM1 Test of the Warlords). I usually preferred the BECM adventures to the 1e AD&D modules, perhaps because many of them were rooted in and developed the campaign setting, so they started to feel less generic. I didn't care for the A series (Slavers), or any of the GDQ stuff, or really even the S series. The I, U, and UK series probably had the most of interest to me. When I get the time to start up a 4e game, I think I'm going to run it as a "Known World" campaign. B10 will be the anchor for the early-to-mid Heroic tier, X10 for the early paragon tier, and CM1 for the late paragon and early epic tier. X1 (Isle of Dread) can be the launching point for the mid Heroic tier, perhaps culminating with X4 and X5 (Master of the Desert Nomads and Temple of Death) to finish off the Heroic tier. [/QUOTE]
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