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<blockquote data-quote="Walter_J" data-source="post: 1614401" data-attributes="member: 2938"><p>B2 through B5 rock, although be careful with B4 (the Lost City) as it can quickly turn into a HUGE dungeon crawl. To give you an idea, I once was going to use it as the lead in to the D series with the PCs starting at 1st level. To get the most bang for your buck, try and snag B1-9 In Search of Adventure. I think at rpgnow it is the same price as any of the adventures individually.</p><p></p><p>As others have mentioned, the A's, and GDQ's are good stuff, as is T1. Out of the A's, I like A1 the best and I think is the most playable. A2 seems cool, but always felt difficult to DM. Of course, that was 10+ years ago, so I don't know what my opinion would be now. You can't go wrong with the G's. They are very simple and I got a lot of use out of them.</p><p></p><p>L1 was great, as was U1. I never got to DM or play any of the others in those series. Out of the S's, S2 and S4 are the most usable, with S4 coming out on top IMO. S1 is the Tomb of Horrors and S3 deals with a space ship. I've never included either in a regular campaign.</p><p></p><p>Out of the X's I'm most familiar with, X1, X2, and X4-5 are all good. I've used X2 dozens of times. It is a great mix of dungeon adventuring, roleplaying and problem solving. There's also some good stuff in C1-2, the I's, and N1-2.</p><p></p><p>If I were going to run a campaign using old modules, I'd probably run B5 (Horror on the Hill) and then X2 (Castle Amber). Those two alone would take care of the better part of a campaign, without even needing a setting. (B5 takes place on, in, and under a big hill and X2 is, well, X2. I think the characters have to travel through 3 different "worlds" before they are able to wrap things up.) If you are bored with the "kobold, goblin, orc" thang, you could replace B5 with something else, say, N2 "The Forest Oracle", which I think would play very well using 3E. N1 is great, but I think it would be very deadly for 1st or 2nd level characters with 3E.</p></blockquote><p></p>
[QUOTE="Walter_J, post: 1614401, member: 2938"] B2 through B5 rock, although be careful with B4 (the Lost City) as it can quickly turn into a HUGE dungeon crawl. To give you an idea, I once was going to use it as the lead in to the D series with the PCs starting at 1st level. To get the most bang for your buck, try and snag B1-9 In Search of Adventure. I think at rpgnow it is the same price as any of the adventures individually. As others have mentioned, the A's, and GDQ's are good stuff, as is T1. Out of the A's, I like A1 the best and I think is the most playable. A2 seems cool, but always felt difficult to DM. Of course, that was 10+ years ago, so I don't know what my opinion would be now. You can't go wrong with the G's. They are very simple and I got a lot of use out of them. L1 was great, as was U1. I never got to DM or play any of the others in those series. Out of the S's, S2 and S4 are the most usable, with S4 coming out on top IMO. S1 is the Tomb of Horrors and S3 deals with a space ship. I've never included either in a regular campaign. Out of the X's I'm most familiar with, X1, X2, and X4-5 are all good. I've used X2 dozens of times. It is a great mix of dungeon adventuring, roleplaying and problem solving. There's also some good stuff in C1-2, the I's, and N1-2. If I were going to run a campaign using old modules, I'd probably run B5 (Horror on the Hill) and then X2 (Castle Amber). Those two alone would take care of the better part of a campaign, without even needing a setting. (B5 takes place on, in, and under a big hill and X2 is, well, X2. I think the characters have to travel through 3 different "worlds" before they are able to wrap things up.) If you are bored with the "kobold, goblin, orc" thang, you could replace B5 with something else, say, N2 "The Forest Oracle", which I think would play very well using 3E. N1 is great, but I think it would be very deadly for 1st or 2nd level characters with 3E. [/QUOTE]
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