Classic Adventures

The single biggest criteria that makes an adventure a "classic" to me is if I want to play it again, even though I know all the plot twists and surprises (just like a good movie or video game). I must have played I6 Ravenloft and the 2E House of Strahd dozens of times and I loved it every time. There's also the Temple of Elemental Evil, the Sunless Citadel, and the Forge of Fury (each of which I've played through multiple times and would likely do so again). The Bloodstone Pass series was great, so was Ruins of Undermountain and Rappan Athuk. I'd play those in a heartbeat, unfortunately, I don't know anyone willing to run them.
 

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kenobi65 said:
The thing about those early modules was that many (most?) people who played 1E AD&D played them. So, there was a big "shared experience" thing...almost everyone from that era could tell you about how they lost a PC in Tomb of Horrors, or wielded Blackrazor, etc., etc.

Very, VERY true. This shared experience was one of the things that has helped to contribute to "gamers" being their own mini "cultural niche" in modern societies. ;)

Hmm ... although I must admit that I never had any pc actually wield Blackrazor in combat. But Tomb of Horrors - yes. Slid right down the slide into the fire. Finished.
 

I think that the experience is everything. If the PC's are made to think as well as work as a team it builds well rounded PC's. Hack and slash is fun but to gather info and role play in order to achieve a common goal makes certain adventures stand out. L2 The Assassin's Knot needs to be on this list. I've been playing a long time (1st through 3.5) and this adventure has it all.
 

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