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[Dungeon] Which TSR Modules are "Classics"?
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<blockquote data-quote="barsoomcore" data-source="post: 1118720" data-attributes="member: 812"><p>I'm going to pick three, just cause.</p><p></p><p>L1 -- The Secret of Bone Hill (that's twice, TB!)</p><p></p><p>This is the module that showed me how to run a campaign "outside the dungeon", as it were. Where the PCs actions in the town were every bit as important as what went on underground. My whole campaign changed after L1, I reckon.</p><p></p><p>S1 -- The Tomb Of Horrors</p><p></p><p>Like it or love it, this is the module that spawned Grimtooth's Traps as a mini-industry. For pure dungeon-crawling PC-killing ugliness, it never got better than this.</p><p></p><p>I6 -- Ravenloft</p><p></p><p>I have run this module more times than any other I ever bought. Just this past summer I duded it up for 3E, set it in Napoleonic Romania and sent a bunch of d20 Modern characters through it. The maps -- remember the first time you opened that cowboy up and saw those maps? Trying to trace where each stairwell went, how the elevator worked, man, there's a mod that was as much fun to read as it was to run.</p><p></p><p>There are other favourites, of course -- Q1 blew the top of my head off with its wackiness, and all the parallel worlds the party could go to, and B2 was where I cut my teeth as a DM (quick tip to novice DMs -- don't let the Castellan go off with the party to fight the orcs. Kinda sorta takes all the fun out of the adventure). The cover Jeff Dee did for White Plume Mountain (I think that must have been the second or third printing) remains one of my favourite D&D illos of all time.</p><p></p><p>Sigh. A lot of fun packed into 16 - 32 pages.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 1118720, member: 812"] I'm going to pick three, just cause. L1 -- The Secret of Bone Hill (that's twice, TB!) This is the module that showed me how to run a campaign "outside the dungeon", as it were. Where the PCs actions in the town were every bit as important as what went on underground. My whole campaign changed after L1, I reckon. S1 -- The Tomb Of Horrors Like it or love it, this is the module that spawned Grimtooth's Traps as a mini-industry. For pure dungeon-crawling PC-killing ugliness, it never got better than this. I6 -- Ravenloft I have run this module more times than any other I ever bought. Just this past summer I duded it up for 3E, set it in Napoleonic Romania and sent a bunch of d20 Modern characters through it. The maps -- remember the first time you opened that cowboy up and saw those maps? Trying to trace where each stairwell went, how the elevator worked, man, there's a mod that was as much fun to read as it was to run. There are other favourites, of course -- Q1 blew the top of my head off with its wackiness, and all the parallel worlds the party could go to, and B2 was where I cut my teeth as a DM (quick tip to novice DMs -- don't let the Castellan go off with the party to fight the orcs. Kinda sorta takes all the fun out of the adventure). The cover Jeff Dee did for White Plume Mountain (I think that must have been the second or third printing) remains one of my favourite D&D illos of all time. Sigh. A lot of fun packed into 16 - 32 pages. [/QUOTE]
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[Dungeon] Which TSR Modules are "Classics"?
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