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General Tabletop Discussion
*TTRPGs General
GMs: What (across all editions) was your favorite adventure to RUN?
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<blockquote data-quote="Celebrim" data-source="post: 6017479" data-attributes="member: 4937"><p>That's a real toughy. My favorite published adventurers are the ones that have been run for me, which is I think how it should be. The best way to experience a great adventure is a player. </p><p></p><p>But I will echo a lot of what is being said here:</p><p></p><p>1) I6: Ravenloft - It is a very fun module to run, albiet, not the easiest to put in an existing plotline. The best map that has ever been made for a dungeon, though the catacombs area is probably over large. My biggest beef with it though is that you have to put on kid gloves as the DM. If you really run Strahd as a killer, it's a nasty nasty nasty module.</p><p>2) 'Of Sound Mind' - I've run this one. I would run it again. I have two major problems with it though. First, I don't like psionics, so I had to rewrite it to a necromantic theme. Secondly, it doesn't follow the three clue rule well and it doesn't therefore flow as well as it should.</p><p>3) 'Mad God's Key' - I've also run this one. I would run it again. The biggest problems here are the Greyhawk specific trappings (which isn't a problem if you are on Oerth), and the somewhat illogical and overly crowded thieves guildhouse which seems to have challenges purely for the sake of having a requisite number of encounters. Overall, lots of memorable set peices make up for it, and it is easy to drop into any existing conspiracy or as a launching point for another one.</p><p>4) X2: Isle of Dread - I've run this one. I'm planning on running it again, because the overall concept of the expedition is hard to beat. However, the final dungeon is so anticlimatic and the module so thin on details that I'm going to have to put probably 100 hours of work into it to be happy with it. And since I'm not happy with how the setting has been revisited by others, well, my work is cut out for me.</p><p>5) B2: Keep on the Borderlands - The only module I've run twice. Honestly, I'm not that fond of it, and I'm not excited about running it again. It feels so primitive to me now that like X2, it requires a ton of work. The sandbox style of the map is great, but in actual execution the map is pretty flat and uninspiring with few really great set peices by modern standards and a whole lot of grind. I'm not sure what would be better, stripping it down to a core dungeon or expanding it out to a full lavishly mapped complex. Unlike X2, I'm not sure its worth it. I no longer much enjoy running a pure dungeon crawl with more than about 25 encounter areas.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6017479, member: 4937"] That's a real toughy. My favorite published adventurers are the ones that have been run for me, which is I think how it should be. The best way to experience a great adventure is a player. But I will echo a lot of what is being said here: 1) I6: Ravenloft - It is a very fun module to run, albiet, not the easiest to put in an existing plotline. The best map that has ever been made for a dungeon, though the catacombs area is probably over large. My biggest beef with it though is that you have to put on kid gloves as the DM. If you really run Strahd as a killer, it's a nasty nasty nasty module. 2) 'Of Sound Mind' - I've run this one. I would run it again. I have two major problems with it though. First, I don't like psionics, so I had to rewrite it to a necromantic theme. Secondly, it doesn't follow the three clue rule well and it doesn't therefore flow as well as it should. 3) 'Mad God's Key' - I've also run this one. I would run it again. The biggest problems here are the Greyhawk specific trappings (which isn't a problem if you are on Oerth), and the somewhat illogical and overly crowded thieves guildhouse which seems to have challenges purely for the sake of having a requisite number of encounters. Overall, lots of memorable set peices make up for it, and it is easy to drop into any existing conspiracy or as a launching point for another one. 4) X2: Isle of Dread - I've run this one. I'm planning on running it again, because the overall concept of the expedition is hard to beat. However, the final dungeon is so anticlimatic and the module so thin on details that I'm going to have to put probably 100 hours of work into it to be happy with it. And since I'm not happy with how the setting has been revisited by others, well, my work is cut out for me. 5) B2: Keep on the Borderlands - The only module I've run twice. Honestly, I'm not that fond of it, and I'm not excited about running it again. It feels so primitive to me now that like X2, it requires a ton of work. The sandbox style of the map is great, but in actual execution the map is pretty flat and uninspiring with few really great set peices by modern standards and a whole lot of grind. I'm not sure what would be better, stripping it down to a core dungeon or expanding it out to a full lavishly mapped complex. Unlike X2, I'm not sure its worth it. I no longer much enjoy running a pure dungeon crawl with more than about 25 encounter areas. [/QUOTE]
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GMs: What (across all editions) was your favorite adventure to RUN?
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