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[Dungeon] Which TSR Modules are "Classics"?
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<blockquote data-quote="Kylearan" data-source="post: 1108369" data-attributes="member: 1574"><p>Well met!</p><p></p><p>My classic selection:</p><p></p><p>DL1 - first AD&D adventure, wonderful story ("what do you mean, no cleric spells or dragons - bahh!") and a good dungeon. The draconians inspired fear and seemed real enough. </p><p></p><p>I6 - "I am the Ancient, I am the land." Still can't forget these words. Ravenloft uses classic Horror elements and captured not only the PCs, but all players I've led through the adventure as well. And as a player, I got totally immersed in the story. (By the way, I liked Ravenloft II, but don't consider it classic. Although my players went mad like their PCs when I played both modules together as presented in I10. Lots of fun.)</p><p></p><p>X? Castle Amber - I remember it as being weird with all the French names and the fog. Clearly lots of fun and a nice set of intrigues in a rather packed setting.</p><p></p><p>S4 Lost Caverns of Tsojcanth - Apart from the well-known Vampire illustration, I fondly remember the module because it has this nice extra-rules booklet which made its way into Unearthed Arcana almost completely. Very nice (nasty?) surprises for the players.</p><p></p><p>?? Isle of Apes - Played it only once and didn't recognize the fact it is based on King Kong until we met Kong himself. Although our messing with and not really knowing the rules made the adventure rather easy. (I think our barbarian killed Kong within three rounds or so; but hey! we were young and needed the money ;-))</p><p></p><p>Modules I didn't like but others find "classic":</p><p>Tomb of Horrors - dont't like all the deadly traps and stuff</p><p></p><p> Keep on the Borderlands - the DM was just horrible</p><p></p><p> White Plume Mountain - see above; dislike of talking and self-explaining magic items; hated Black Razor the rest of the campaign</p><p></p><p>Hidden Shrine of Tamoachan - too "D&D World Championship"-like. Although it was fun to play ... Ok, I liked it.</p><p></p><p>Kylearan</p></blockquote><p></p>
[QUOTE="Kylearan, post: 1108369, member: 1574"] Well met! My classic selection: DL1 - first AD&D adventure, wonderful story ("what do you mean, no cleric spells or dragons - bahh!") and a good dungeon. The draconians inspired fear and seemed real enough. I6 - "I am the Ancient, I am the land." Still can't forget these words. Ravenloft uses classic Horror elements and captured not only the PCs, but all players I've led through the adventure as well. And as a player, I got totally immersed in the story. (By the way, I liked Ravenloft II, but don't consider it classic. Although my players went mad like their PCs when I played both modules together as presented in I10. Lots of fun.) X? Castle Amber - I remember it as being weird with all the French names and the fog. Clearly lots of fun and a nice set of intrigues in a rather packed setting. S4 Lost Caverns of Tsojcanth - Apart from the well-known Vampire illustration, I fondly remember the module because it has this nice extra-rules booklet which made its way into Unearthed Arcana almost completely. Very nice (nasty?) surprises for the players. ?? Isle of Apes - Played it only once and didn't recognize the fact it is based on King Kong until we met Kong himself. Although our messing with and not really knowing the rules made the adventure rather easy. (I think our barbarian killed Kong within three rounds or so; but hey! we were young and needed the money ;-)) Modules I didn't like but others find "classic": Tomb of Horrors - dont't like all the deadly traps and stuff Keep on the Borderlands - the DM was just horrible White Plume Mountain - see above; dislike of talking and self-explaining magic items; hated Black Razor the rest of the campaign Hidden Shrine of Tamoachan - too "D&D World Championship"-like. Although it was fun to play ... Ok, I liked it. Kylearan [/QUOTE]
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[Dungeon] Which TSR Modules are "Classics"?
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