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[Dungeon] Which TSR Modules are "Classics"?
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<blockquote data-quote="AFGNCAAP" data-source="post: 1120127" data-attributes="member: 871"><p>I can easily testify to that. I've experienced <em>Night Below</em>, and I was glad that it was over when we finally finished this "super-module." Playing this module, using 2nd Ed. AD&D with Skills & Powers options, REALLY brought home a few points to me:</p><p></p><p> * D&D adventures are pretty much designed with the "typical" party in mind: a cleric, a fighter, a wizard, and a rogue/thief. Also, there should be the basic races in the party, as well: human, dwarf, elf, and gnome/halfling (for someone small to squeeze into stuff the big PCs can't). Some aren't, but they usually state at the get-go that they aren't: otherwise, it's a typical adventure for the typical adventuring group.</p><p></p><p> Thus, with this in mind, it is EXTREMELY easy to understand why my group had a hell of a time at it. My PC was a human paladin; another player had a half-elf mage/cleric: the rest of the group was some sort of mage and/or thief. We had a hell of a time getting through that module, since there was a large amount of down-time to replenish spells. And, of course, it was an absolute nightmare dealing with opponents who had Spell Resistance.</p><p></p><p> * Teamwork is essential. Lack of teamwork gets characters killed and hinders future chances/opportunities.</p><p></p><p> Unfortunately, many of the players created "Wolverines"--loners who were very confident in their abilities, yet who would rather do things their way/by themselves instead of working together. This pretty much got us nearly killed. It took a while to develop some degree of teamwork, though there were still bouts of extreme, what-the-hell, "individualism" (i.e., doing something stupid for the hell of it, even though the player knows better).</p><p></p><p> * Regular attendance is mandatory.</p><p></p><p> One thing that didn't help the flow of the game at all was irregular attendance by the players--there were many times were some PCs had to be "NPCed" by other players in order to play (some players were gone for long periods of time, new players jumped in, and some players left). Didn't help at all for recalling clues/critical events/etc.</p><p></p><p> Though I still like my paladin that I used for that game, I didn't care for the adventure overall. Maybe my experience would have been different if the party was different overall (more standard rather than oddball). But, IMHO, after that experience, I'd be extremely happy to see <em>Night Below</em> slip into obscurity.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1120127, member: 871"] I can easily testify to that. I've experienced [I]Night Below[/I], and I was glad that it was over when we finally finished this "super-module." Playing this module, using 2nd Ed. AD&D with Skills & Powers options, REALLY brought home a few points to me: * D&D adventures are pretty much designed with the "typical" party in mind: a cleric, a fighter, a wizard, and a rogue/thief. Also, there should be the basic races in the party, as well: human, dwarf, elf, and gnome/halfling (for someone small to squeeze into stuff the big PCs can't). Some aren't, but they usually state at the get-go that they aren't: otherwise, it's a typical adventure for the typical adventuring group. Thus, with this in mind, it is EXTREMELY easy to understand why my group had a hell of a time at it. My PC was a human paladin; another player had a half-elf mage/cleric: the rest of the group was some sort of mage and/or thief. We had a hell of a time getting through that module, since there was a large amount of down-time to replenish spells. And, of course, it was an absolute nightmare dealing with opponents who had Spell Resistance. * Teamwork is essential. Lack of teamwork gets characters killed and hinders future chances/opportunities. Unfortunately, many of the players created "Wolverines"--loners who were very confident in their abilities, yet who would rather do things their way/by themselves instead of working together. This pretty much got us nearly killed. It took a while to develop some degree of teamwork, though there were still bouts of extreme, what-the-hell, "individualism" (i.e., doing something stupid for the hell of it, even though the player knows better). * Regular attendance is mandatory. One thing that didn't help the flow of the game at all was irregular attendance by the players--there were many times were some PCs had to be "NPCed" by other players in order to play (some players were gone for long periods of time, new players jumped in, and some players left). Didn't help at all for recalling clues/critical events/etc. Though I still like my paladin that I used for that game, I didn't care for the adventure overall. Maybe my experience would have been different if the party was different overall (more standard rather than oddball). But, IMHO, after that experience, I'd be extremely happy to see [I]Night Below[/I] slip into obscurity. [/QUOTE]
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