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General Tabletop Discussion
*Dungeons & Dragons
Dungeon Magazine's Top 30 Adventures: Do they hold up?
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<blockquote data-quote="Shiroiken" data-source="post: 8638822" data-attributes="member: 6775477"><p>Colville's wrong. It's not good for <em>his</em> style, but that doesn't make it unrunnable. I've run it numerous times, and it was the introduction of my first 5E campaign. Some of these may go against modern sensibilities, but that doesn't change that they are good for what they are. Most objections seem to be aimed at 1E adventures, since most have either forgotten or ignore the fact that 1E was meant to be a strategic game, even having tournaments to test players skills. Adventures like Tomb of Horrors, Temple of Elemental Evil, Keep on the Borderlands, etc, are very light on story, since that's not what most players cared about at the time. They were meant to be dungeon crawls that challenged the players, with the DM adding whatever story they felt was necessary.</p><p></p><p></p><p>I have either ran or played all of these. Some were better than others, as I rate Ghost Tower higher and Slave Lords lower, but feel that all deserve to be on the list.</p><p></p><p>I've not run or played these, and honestly some I've not even heard of. I've had intentions of running Return to the Tomb of Horror, The Forge of Fury, and The Assassins Knot, but never had a good opportunity. Either the setting was wrong, the campaign setup was bad for it, or the group just wouldn't like it (particularly Return to the Tomb of Horrors).</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8638822, member: 6775477"] Colville's wrong. It's not good for [I]his[/I] style, but that doesn't make it unrunnable. I've run it numerous times, and it was the introduction of my first 5E campaign. Some of these may go against modern sensibilities, but that doesn't change that they are good for what they are. Most objections seem to be aimed at 1E adventures, since most have either forgotten or ignore the fact that 1E was meant to be a strategic game, even having tournaments to test players skills. Adventures like Tomb of Horrors, Temple of Elemental Evil, Keep on the Borderlands, etc, are very light on story, since that's not what most players cared about at the time. They were meant to be dungeon crawls that challenged the players, with the DM adding whatever story they felt was necessary. I have either ran or played all of these. Some were better than others, as I rate Ghost Tower higher and Slave Lords lower, but feel that all deserve to be on the list. I've not run or played these, and honestly some I've not even heard of. I've had intentions of running Return to the Tomb of Horror, The Forge of Fury, and The Assassins Knot, but never had a good opportunity. Either the setting was wrong, the campaign setup was bad for it, or the group just wouldn't like it (particularly Return to the Tomb of Horrors). [/QUOTE]
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Dungeon Magazine's Top 30 Adventures: Do they hold up?
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