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<blockquote data-quote="Lancelot" data-source="post: 6534065" data-attributes="member: 30022"><p>I'm always using <strong>Old Modules</strong>. In fact, 90% of all the modules my group played in 4e and 5e were derived from classic 1e/2e/BECMI/Dungeon modules... including the complete Dragonlance series, the GDQ saga, Lost City, Saltmarsh, Fire Mountain, Gauntlet/Sentinel, Tharizdun, Tsojcanth, and too many other to name.</p><p></p><p>Other than those, though...</p><p></p><p>Anything to do with <strong>Planescape</strong>, particularly the boxed sets (Planes of Chaos/Law/Conflict, the Campaign Setting, Blood War), Faces of Sigil, the softcover guides to the Astral/Ethereal planes, and In the Cage. Nothing better has even been written for any edition on the D&D planes, in my opinion. And it's 95% fluff, so eminently re-usable.</p><p></p><p>The <strong>3e Forgotten Realms Campaign Setting</strong>. Still, in my opinion, the single best book from the 3e days. And I don't even DM in the Realms.</p><p></p><p><strong>Oriental Adventures</strong>, both the 1e and 3e versions. Good source-books for adding some oriental flavor to a modern campaign (weapons, monsters, campaign info, etc).</p><p></p><p>Uhhh... The <strong>Dungeoneer's Survival Guide</strong>, from 1e? It had surprisingly robust rules for mining (PC's running their own mining business), a couple of cool maps, a campaign setting, and a bunch of other interesting stuff. It's very readable, unlike the (terrible) Wilderness Survival Guide from the same era.</p><p></p><p>The <strong>Greyhawk Wars</strong> boxed set, for mass combat and political shenanigans. Again, I don't DM in Oerth... but I've re-used the counters and cards from the set with home-grown maps to handle some massive scale military campaigns.</p><p></p><p>...and of course, the <strong>Rules Cyclopedia</strong>. The staggering truth is that, after 30 years, BECMI is still the go-to rule-set for building castles, running dominions, taxing peasants, building armies, and determining the outcome of a large-scale war with a handful of rolls (incorporating tactical options, troop quality, etc). The 3e Stronghold Builders Handbook wasted 10 times the paper to achieve only a fraction of the result, and no other edition so far has really even attempted it.</p></blockquote><p></p>
[QUOTE="Lancelot, post: 6534065, member: 30022"] I'm always using [B]Old Modules[/B]. In fact, 90% of all the modules my group played in 4e and 5e were derived from classic 1e/2e/BECMI/Dungeon modules... including the complete Dragonlance series, the GDQ saga, Lost City, Saltmarsh, Fire Mountain, Gauntlet/Sentinel, Tharizdun, Tsojcanth, and too many other to name. Other than those, though... Anything to do with [B]Planescape[/B], particularly the boxed sets (Planes of Chaos/Law/Conflict, the Campaign Setting, Blood War), Faces of Sigil, the softcover guides to the Astral/Ethereal planes, and In the Cage. Nothing better has even been written for any edition on the D&D planes, in my opinion. And it's 95% fluff, so eminently re-usable. The [B]3e Forgotten Realms Campaign Setting[/B]. Still, in my opinion, the single best book from the 3e days. And I don't even DM in the Realms. [B]Oriental Adventures[/B], both the 1e and 3e versions. Good source-books for adding some oriental flavor to a modern campaign (weapons, monsters, campaign info, etc). Uhhh... The [B]Dungeoneer's Survival Guide[/B], from 1e? It had surprisingly robust rules for mining (PC's running their own mining business), a couple of cool maps, a campaign setting, and a bunch of other interesting stuff. It's very readable, unlike the (terrible) Wilderness Survival Guide from the same era. The [B]Greyhawk Wars[/B] boxed set, for mass combat and political shenanigans. Again, I don't DM in Oerth... but I've re-used the counters and cards from the set with home-grown maps to handle some massive scale military campaigns. ...and of course, the [B]Rules Cyclopedia[/B]. The staggering truth is that, after 30 years, BECMI is still the go-to rule-set for building castles, running dominions, taxing peasants, building armies, and determining the outcome of a large-scale war with a handful of rolls (incorporating tactical options, troop quality, etc). The 3e Stronghold Builders Handbook wasted 10 times the paper to achieve only a fraction of the result, and no other edition so far has really even attempted it. [/QUOTE]
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