Not so great RPGA adventures?

What were your least favorite RPGA LFR adventures?

  • AGLA 1-1 (Lost Temple of the Fey Gods)

    Votes: 4 13.8%
  • AKAN 1-1 (Rotting Ruin of Galain)

    Votes: 11 37.9%
  • BALD 1-1 (Flames of Initiation)

    Votes: 7 24.1%
  • CORE 1-1 (Inheritance)

    Votes: 4 13.8%
  • CORE 1-2 (Radiant Vessel of Thesk)

    Votes: 2 6.9%
  • CORE 1-3 (Sense of Wonder)

    Votes: 4 13.8%
  • CORM 1-1 (Black Knight of Arabel)

    Votes: 4 13.8%
  • DALE 1-1 (The Prospect)

    Votes: 3 10.3%
  • DRAG 1-1 (Many Hands Make Light Work)

    Votes: 3 10.3%
  • EAST 1-1 (These Hallowed Halls)

    Votes: 2 6.9%
  • EAST 1-4 (Darkness in Delzimmer)

    Votes: 4 13.8%
  • IMPI 1-1 (Alone)

    Votes: 4 13.8%
  • LURU 1-1 (Slivers of Eaerlaan)

    Votes: 5 17.2%
  • MOON 1-1 (Nature's Wrath)

    Votes: 3 10.3%
  • TYMA 1-1 (Elder Wisdom)

    Votes: 5 17.2%
  • SPEC 1-1 (Shades of the Zhentarim)

    Votes: 2 6.9%
  • WATE 1-1 (Heirloom)

    Votes: 5 17.2%
  • None - They were all at least worth playing once.

    Votes: 3 10.3%
  • Other/Lemon Curry - Post with specifics

    Votes: 5 17.2%

I don't believe the module has been changed since publication.

One of the toughest things about judging modules in general is that you're impacted by both the DM (and any changes made by them) and what's written. And, y'know, what's missed or forgotten or just gotten wrong.

So generally I try to avoid complaining about most of the modules until I've had a chance to read them or see them.

I've found most are at least okay (though very few exceptional), especially with a minute or two of RP spicing to fit your group - like I've run BALD1-1 (which many don't like) to very happy groups multiple times by playing up the city, the plight of the flaming fist, etc.
 

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It doesn't help that the RPGA has very draconian rules about letting people write mods. Maybe if they expanded their writer/designer base, they might end up with better mods.

It's not just the rules about who can write mods. They have also added a whole host of rules about how mods can be written. I wrote quite a few Living Greyhawk mods but I refuse to write any LFR mods because they demand that every module be written in MS Word 2007 or better and, more importantly, that every module exclusively use dungeon tiles to create maps. (The writing guidelines seem to offer flexibility not to use dungeon tiles with permission from the admins, but when I asked if I could write using Fantastic Locations maps instead, they refused and clarified that it had been asked and denied before. So apparently, the admins could grant permission to use something other than dungeon tiles but either they can't really do so or, practically, they have no interest in doing so).

And that's just icing on the top of the bureaucratic cake. I could live with RPGA editors and head honcho review, etc with Living Greyhawk, but even then it was a major hassle (the mini-missions, interactives, and intro modules that I wrote generally turned out better for lack of interference beyond the triad level and I wrote more of them in less time than it took to write regional or meta-regional mods).
 

There are the MyRealms mods. Write your own. I haven't done it yet but I intend to.

I have to agree that the group really means quite a lot. And that the mods can be very different depending on who is running and the group. I'm usually playing by a lot of ear (yes, the thing on the side of me skull) when I run.

I've generally liked most of them.
 

The thing about AKAN1-1 is that it could very easily be much better. A friend of mine improvised a skill challenge to get information from townsfolk about the area and the ruins. If you think about it, the first fight makes zero sense at all, but if you combine what the mod presents as two mini-fights, you end up with a decent encounter. Adding some ruined buildings to each side of the second map gives you decent terrain for an ambush instead of a wide corridor. Moving the pit trap in the final encounter just inside the door makes it an actual gotcha instead of a DC 10 jump check before you can get to the fight.
 

Thank you to all who posted specific reviews.

I'm happy to see that the distribution across modules is pretty even. I would interpret that as to say most of the modules are okay and only AKAN is terrible. (Which it is, IMO.)

IME, it highly depends on your DM if you have never read the module. One DM will make an OK module great, and another will ruin a good module. I know at GenCon, I've had a few bad DMs, but later loved the modules in another setting.

Finally, there was recently a call for LFR developers. I think people could learn lessons from this poll and the other poll on good modules.
 

I'd like to repeat the apology I gave on the other thread regarding AKAN1-1. I missed the window to do any editing on it at all and gave the author a little too much leeway.

The first time I actually read the adventure was after it came out. My first thought was "Who let this through with so little editing?" until I realized...it was me.

But I never claimed to be a good editor. That's why I'm the point of contact, not the editor. But our editor was the author, so I got the job for this one adventure. It doesn't flow correctly since there is important information missing from the adventure, and it needs an encounter that isn't with goblins. Now, if only I had noticed that BEFORE the adventure was released I'd feel less bad about it.

Well, we learned. We got a new Adventure Coodinator, Stephen Baker and I think he's been doing a good job with our later adventures. I hope everyone agrees.

Chris Wachal
Point of Contact - Akanul Region, Living Forgotten Realms
 

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