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In Search of the Best Module Ever
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<blockquote data-quote="rounser" data-source="post: 977763" data-attributes="member: 1106"><p>Pity they left it less than a quarter complete, and therefore almost unplayable without extensive development (or extensive improvisation, or PCs walking through very large empty areas), though. The best usable part of Undermountain is the wonderfully detailed and imaginative Skullport, IMO. They did a bang-up job with that book.</p><p></p><p>I think that D&D's quintessential dungeon in published module form is White Plume Mountain. It lacks verisimilitude, and it lacks the (arguably undeserved) hype of Tomb of Horrors, Temple of Elemental Evil etc., but I've found that it's a lot more fun to play than they are. And I haven't played it with a group who didn't attempt to steal the weapons rather than return them at the end.</p><p></p><p>Apart from that, I'm of the opinion that by far the best "modules" D&D has to offer are either written for the RPGA or for Dungeon magazine, or are in computer game form (check out Planescape:Torment or Baldur's Gate II). In the case of Dungeon mag and the RPGA modules, because there are a lot more of them, there's more gems hidden amongst them than the published modules.</p></blockquote><p></p>
[QUOTE="rounser, post: 977763, member: 1106"] Pity they left it less than a quarter complete, and therefore almost unplayable without extensive development (or extensive improvisation, or PCs walking through very large empty areas), though. The best usable part of Undermountain is the wonderfully detailed and imaginative Skullport, IMO. They did a bang-up job with that book. I think that D&D's quintessential dungeon in published module form is White Plume Mountain. It lacks verisimilitude, and it lacks the (arguably undeserved) hype of Tomb of Horrors, Temple of Elemental Evil etc., but I've found that it's a lot more fun to play than they are. And I haven't played it with a group who didn't attempt to steal the weapons rather than return them at the end. Apart from that, I'm of the opinion that by far the best "modules" D&D has to offer are either written for the RPGA or for Dungeon magazine, or are in computer game form (check out Planescape:Torment or Baldur's Gate II). In the case of Dungeon mag and the RPGA modules, because there are a lot more of them, there's more gems hidden amongst them than the published modules. [/QUOTE]
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