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[Dungeon] Which TSR Modules are "Classics"?
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<blockquote data-quote="Sholari" data-source="post: 1111854" data-attributes="member: 6059"><p>Here the top three picks IMHO with details as to why I like them.</p><p></p><p>X2 Castle Amber: The most compelling aspects of Castle Amber is it's tactilly-rich environment and it's sense of mystery. Characters are cast into an eerie, disorienting environment and must piece what is going on. There is a very palpable sense that there is something not entirely right with the inhabitants of the mansion and players must get to the bottom of an age-old betrayal. The visual imagery is excellent. There is the gentleman's boxing match with the host of floating eyes. You get these sense that someone is watching you but have no idea as to who. There is the David and Goliath battle with the 100 ft zombie. The archway of dripping blood. Whether it is an insane ogre who considers himself a fair maiden or the wild hunt in the indoor forest, each encounter is unique but integrates with the whole.</p><p></p><p>I3 Pharoah: This module could have easily just been a pyramid with a bunch of secret doors and monster encounters. What sets it apart from the generic is what makes this module great. Instead of simple combat encounters there is potential to use diplomacy with potential threats such as with the fanatical dervishes. Instead of a simple secret door players must figure out the real entrance to the tomb by piecing together details of ancient stories and testing their logic. Like Castle Amber this module has three dimensional flavor; the disorienting mists and unique design of Kordan's Master Maze think one step beyond players' typical solutions, the cursed priesthood that converted to undead convey corruption, and the tragedy behind the Pharoah's downfall makes it more than stealing some dead guy's treasure.</p><p></p><p>A4 In the Dungeons of the Slavelords: This is a great mid-level adventure because it strips characters of all their toys and typical powers at a time they have just gotten used to these things as a crutch. Given a small window to make their escape, how do they survive. How can players use ingenuity for food, light, weapons, etc.? Kobolds become something to be reckoned with again. Exits to the dungeon aren't immediately obvious. Whatsmore the whole place is a ticking time bomb as nearby volcano is close to explording. This creates excellent story tension. Like the previous favorties this place has a unique, three dimensional environment; the fungus-encrusted zombies guarding the mycanoids, the exoskeletal bridge leading to the giant ant nest, and nearly running out of breath to explore the underwater tunnel. Finally, the chaotic exodus at the docks and the come-from-behind victory at the end really seal the deal. When your opponents have left your ragtag group for dead, it is a lot of fun wreaking revenge on the unsuspecting enemy wielding a thigh bone, a loin-cloth stuffed with sand, and a rusted short sword. Now that is kicking $*%& in my opinion.</p><p></p><p>I think after the Dragonlance series, modules in general got a bad name and for good reason. Although the very first Dragonlance module was good they became gradually more and more railroading where characters were almost strung through a series of events regardless of what their actions were. Many modules after that followed a similar pattern or they were much more generic in nature. I think at least the better "classics" combined a good story, a vivid environment, and freedom for characters to follow their own motivations.</p></blockquote><p></p>
[QUOTE="Sholari, post: 1111854, member: 6059"] Here the top three picks IMHO with details as to why I like them. X2 Castle Amber: The most compelling aspects of Castle Amber is it's tactilly-rich environment and it's sense of mystery. Characters are cast into an eerie, disorienting environment and must piece what is going on. There is a very palpable sense that there is something not entirely right with the inhabitants of the mansion and players must get to the bottom of an age-old betrayal. The visual imagery is excellent. There is the gentleman's boxing match with the host of floating eyes. You get these sense that someone is watching you but have no idea as to who. There is the David and Goliath battle with the 100 ft zombie. The archway of dripping blood. Whether it is an insane ogre who considers himself a fair maiden or the wild hunt in the indoor forest, each encounter is unique but integrates with the whole. I3 Pharoah: This module could have easily just been a pyramid with a bunch of secret doors and monster encounters. What sets it apart from the generic is what makes this module great. Instead of simple combat encounters there is potential to use diplomacy with potential threats such as with the fanatical dervishes. Instead of a simple secret door players must figure out the real entrance to the tomb by piecing together details of ancient stories and testing their logic. Like Castle Amber this module has three dimensional flavor; the disorienting mists and unique design of Kordan's Master Maze think one step beyond players' typical solutions, the cursed priesthood that converted to undead convey corruption, and the tragedy behind the Pharoah's downfall makes it more than stealing some dead guy's treasure. A4 In the Dungeons of the Slavelords: This is a great mid-level adventure because it strips characters of all their toys and typical powers at a time they have just gotten used to these things as a crutch. Given a small window to make their escape, how do they survive. How can players use ingenuity for food, light, weapons, etc.? Kobolds become something to be reckoned with again. Exits to the dungeon aren't immediately obvious. Whatsmore the whole place is a ticking time bomb as nearby volcano is close to explording. This creates excellent story tension. Like the previous favorties this place has a unique, three dimensional environment; the fungus-encrusted zombies guarding the mycanoids, the exoskeletal bridge leading to the giant ant nest, and nearly running out of breath to explore the underwater tunnel. Finally, the chaotic exodus at the docks and the come-from-behind victory at the end really seal the deal. When your opponents have left your ragtag group for dead, it is a lot of fun wreaking revenge on the unsuspecting enemy wielding a thigh bone, a loin-cloth stuffed with sand, and a rusted short sword. Now that is kicking $*%& in my opinion. I think after the Dragonlance series, modules in general got a bad name and for good reason. Although the very first Dragonlance module was good they became gradually more and more railroading where characters were almost strung through a series of events regardless of what their actions were. Many modules after that followed a similar pattern or they were much more generic in nature. I think at least the better "classics" combined a good story, a vivid environment, and freedom for characters to follow their own motivations. [/QUOTE]
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