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Did these old adventures suck? Nobody talks about them
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<blockquote data-quote="GVDammerung" data-source="post: 3657786" data-attributes="member: 33060"><p>IMO (NB - I don't tend to run one-offs) -</p><p></p><p>Axe of the Dwarvish Lords - Works best if used as a strong feature in a campaign, not just another adventure on the way to glory. Great opportunity to play with dwarven history. As an adventure - so/so.</p><p></p><p>Return to Tomb of Horros - Takes the entirely wrong approach to a "return." Too much ignores what is being "returned" to in favor of new, other (bloated) stuff that does not strongly invoke what is being "returned" to with the result that it feels flat. As an adventure - mostly no thanks.</p><p></p><p>Night Below - Too by the book. Should have developed more "lore" ie more and better back story. Everything happens in foreground with the result that the adventure feels empty unless DM does lots of legwork that the author should have done. As just an adventure - works fine.</p><p></p><p>Rod of Seven Parts - Train wreck. By its nature railroady - it has SEVEN PARTS! Needs to be split up and parts integrated into campaign over time. Still, at that rate, that's the best that can be done? Some nice background but no "there there" as purely an adventure. As an adventure - yeah, it sucks.</p><p></p><p>Dragon Mountain - Exceedingly fine adventure if used as a strong campaign feature, much like Ax of Dwarvish Lords. As a straight run through it is meh. Good open and end but weak midgame.</p></blockquote><p></p>
[QUOTE="GVDammerung, post: 3657786, member: 33060"] IMO (NB - I don't tend to run one-offs) - Axe of the Dwarvish Lords - Works best if used as a strong feature in a campaign, not just another adventure on the way to glory. Great opportunity to play with dwarven history. As an adventure - so/so. Return to Tomb of Horros - Takes the entirely wrong approach to a "return." Too much ignores what is being "returned" to in favor of new, other (bloated) stuff that does not strongly invoke what is being "returned" to with the result that it feels flat. As an adventure - mostly no thanks. Night Below - Too by the book. Should have developed more "lore" ie more and better back story. Everything happens in foreground with the result that the adventure feels empty unless DM does lots of legwork that the author should have done. As just an adventure - works fine. Rod of Seven Parts - Train wreck. By its nature railroady - it has SEVEN PARTS! Needs to be split up and parts integrated into campaign over time. Still, at that rate, that's the best that can be done? Some nice background but no "there there" as purely an adventure. As an adventure - yeah, it sucks. Dragon Mountain - Exceedingly fine adventure if used as a strong campaign feature, much like Ax of Dwarvish Lords. As a straight run through it is meh. Good open and end but weak midgame. [/QUOTE]
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