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[Dungeon] Which TSR Modules are "Classics"?
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<blockquote data-quote="Wraith Form" data-source="post: 1108510" data-attributes="member: 10789"><p>I'm behind you 100% on this one, for the same reasons. Those crazy Amber family members were just too cool. Early example of how using diplomacy vs. hack'n'slash was important, as most of the Ambers were able to wipe the floor with ya.</p><p></p><p>I6: Ravenloft...the first module I ever purchased. This just oozes with gothic dread. Everything you loved about Bela Lugosi's Dracula (the movie as well as the character he played) was exemplified here. Even the choices of Wandering Monsters and descriptions of architecture were appropriate and added to the feel/flavor of the module.</p><p></p><p>Barrier Peaks was incredible--as others have mentioned, the plant/sci-fi tech combo was fascinating...the laser guns and "tricorder" thingies were fine examples of having to separate between player vs. character knowledge...and the theramin joke several posts back just about killed me (a core of truth in all humor, as they say)!</p><p></p><p>At the risk of exposing my extreme age, I'd also like to mention that some of the adventures in the OLD Dragon magazine (back when it offered one in each issue) were pretty cool. (I'm thinking specifically of Baba Yaga's dancing hut and the one that let your party travel to "modern" London, but there were others!)</p><p></p><p>The old adventures worked because it was all "new" then, every aspect of the game--there were no archtypes to base the modules on, no pre-conceived notions of how adventures were "supposed" to be written/run, no rules or "how-to's"--every module trailblazed a new path, as it were. Good stuff.</p><p></p><p>So what's up, Erik? Can you give us a little taste of what you have in mind??</p></blockquote><p></p>
[QUOTE="Wraith Form, post: 1108510, member: 10789"] I'm behind you 100% on this one, for the same reasons. Those crazy Amber family members were just too cool. Early example of how using diplomacy vs. hack'n'slash was important, as most of the Ambers were able to wipe the floor with ya. I6: Ravenloft...the first module I ever purchased. This just oozes with gothic dread. Everything you loved about Bela Lugosi's Dracula (the movie as well as the character he played) was exemplified here. Even the choices of Wandering Monsters and descriptions of architecture were appropriate and added to the feel/flavor of the module. Barrier Peaks was incredible--as others have mentioned, the plant/sci-fi tech combo was fascinating...the laser guns and "tricorder" thingies were fine examples of having to separate between player vs. character knowledge...and the theramin joke several posts back just about killed me (a core of truth in all humor, as they say)! At the risk of exposing my extreme age, I'd also like to mention that some of the adventures in the OLD Dragon magazine (back when it offered one in each issue) were pretty cool. (I'm thinking specifically of Baba Yaga's dancing hut and the one that let your party travel to "modern" London, but there were others!) The old adventures worked because it was all "new" then, every aspect of the game--there were no archtypes to base the modules on, no pre-conceived notions of how adventures were "supposed" to be written/run, no rules or "how-to's"--every module trailblazed a new path, as it were. Good stuff. So what's up, Erik? Can you give us a little taste of what you have in mind?? [/QUOTE]
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[Dungeon] Which TSR Modules are "Classics"?
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