I get where you're going with this, delver. I think it really depends on what the DM, in particular, is searching for. If the DM wants a clear "adventure path" of sorts, your suggestion N1/A1-3/G1-3 absolutely makes sense. If the DM wants a loose frame on which to build his own adventures/campaign, however, it's hard to beat T1-4.
T1-4 is good, but honestly, for in your face ass-kicking unstoppable AD&D awesome, you cannot beat G123 AGAINST THE GIANTS. Yes, it takes seasoned characters to play (and win!), but leveling them slowly through N1 AGAINST THE CULT OF THE REPTILE GOD, then a truncated SLAVERS campaign (A1,A2 and A3) plus emphasizing that they need some handy men at arms, and the GIANTS series is really, really top of the heap.
I get where you're going with this, delver. I think it really depends on what the DM, in particular, is searching for. If the DM wants a clear "adventure path" of sorts, your suggestion N1/A1-3/G1-3 absolutely makes sense. If the DM wants a loose frame on which to build his own adventures/campaign, however, it's hard to beat T1-4.
True, true.Ultimately what's needed for either is a good Dungeon Master and four to eight folks willing to have a blast, regardless.
A curious thing happened to me today. My group and I had just finished up a session of 4th edition, and we were talking about what we liked and didn't like about the game. And then, much to my surprise, my World of Warcraft addict said he liked 1st edition the best. We had never played AD&D, actually--it was a Rules Cyclopedia game--but he stated that he felt it was the best in terms of roleplaying and storytelling, and that the newer editions' game aspects were just too obvious. It really surprised and amused me, and it makes me want to run an AD&D game. He's the kind of guy who would probably love the assassin.