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<blockquote data-quote="Olgar Shiverstone" data-source="post: 678732" data-attributes="member: 5868"><p>Thanks for the compliments -- I'll need to drop in on the DM chat one of these days.</p><p></p><p>I'm a big fan of good introductory modules. <em>Keep on the Borderlands</em> formed a significant piece of our current campaign, with appropriate modifications. In the past I've also really enjoyed <em>Village of Hommlet, The Lost City, The Lendore Isles series,</em> and <em>The Sinister Secret of Saltmarsh</em>. <em>Sunless Citadel</em> is a pretty well-designed introduction too, though I wish the area of Oakhurst had been fleshed out more.</p><p></p><p>I think the best introductory adventures (as well as starts to a campaign) provide a couple of things:</p><p></p><p>- A good "base" for the adventurers</p><p>- NPCs to meet, greet, and interact with, for roleplaying episodes</p><p>- NPCs of higher level than the characters -- mentors, competitors, and other big wheels</p><p>- A wilderness area with both tailored and "status quo" encounters</p><p>- Hooks to a number of adventures</p><p>- The focus "dungeon" setting</p><p>- A sense of consistency</p><p></p><p>The <em>Keep</em> does everything except consistency well (Caves ecology being a bit strained). <em>Hommlet</em> and <em>The Secret of Bone Hill</em> have the best combination of the above -- though I have less experience with some of the newer 3E adventures, so there are probably good ones I've left off the list (Freeport comes to mind).</p><p></p><p>I must say that Dungeon mag's <em>Life's Bazaar</em> is a great start, too -- though I feel it lacks some of the open-endedness that is built into some of the other adventures I've mentioned here. Some things need to be fleshed out (other parts of town, some other rumors and plot hooks not directly tied to the main plot) to give the place a more "lived-in", status-quo feel -- nothing that a good DM can't add with a little thought.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 678732, member: 5868"] Thanks for the compliments -- I'll need to drop in on the DM chat one of these days. I'm a big fan of good introductory modules. [i]Keep on the Borderlands[/i] formed a significant piece of our current campaign, with appropriate modifications. In the past I've also really enjoyed [i]Village of Hommlet, The Lost City, The Lendore Isles series,[/i] and [i]The Sinister Secret of Saltmarsh[/i]. [i]Sunless Citadel[/i] is a pretty well-designed introduction too, though I wish the area of Oakhurst had been fleshed out more. I think the best introductory adventures (as well as starts to a campaign) provide a couple of things: - A good "base" for the adventurers - NPCs to meet, greet, and interact with, for roleplaying episodes - NPCs of higher level than the characters -- mentors, competitors, and other big wheels - A wilderness area with both tailored and "status quo" encounters - Hooks to a number of adventures - The focus "dungeon" setting - A sense of consistency The [i]Keep[/i] does everything except consistency well (Caves ecology being a bit strained). [i]Hommlet[/i] and [i]The Secret of Bone Hill[/i] have the best combination of the above -- though I have less experience with some of the newer 3E adventures, so there are probably good ones I've left off the list (Freeport comes to mind). I must say that Dungeon mag's [i]Life's Bazaar[/i] is a great start, too -- though I feel it lacks some of the open-endedness that is built into some of the other adventures I've mentioned here. Some things need to be fleshed out (other parts of town, some other rumors and plot hooks not directly tied to the main plot) to give the place a more "lived-in", status-quo feel -- nothing that a good DM can't add with a little thought. [/QUOTE]
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