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Round Two: Another 10 old school modules I'm considering!
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<blockquote data-quote="Celebrim" data-source="post: 4687420" data-attributes="member: 4937"><p>WG4 is really interesting reading and worth it if only for the really interesting Tharizun lore at the bottom. It was one of the three I voted for.</p><p></p><p>I3, I4, and I5 was the second of my votes. I would recommend trying to get these as separate modules rather than in the collected mini-campaign format. There is general agreement that the fleshed out version doesn't help much, but in all fairness, that could simply be nostalgia on the part of people familiar with the originals.</p><p></p><p>My third vote is (not surprisingly to me) not getting much attention, which is UK1 'Beyond the Crystal Cave'. Of all the less well known modules on your list, this would be far and away my recommendation for one to pick up. Most of the modules on your list will seem pretty primitive. G1-3 and A1-4 in particular are nothing spectacular by modern standards and I doubt you could get them published today. But UK1 represents a radical departure from 'old school' design in that the majority of encounters are (potentially) non-combat, and the focus of the module is on story-telling, role-playing, and problem solving. Potentially, this is a module that could be played through by a very low level party and its certainly highly adaptable to a wide range of play levels from an introductory module to a party of epic level.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4687420, member: 4937"] WG4 is really interesting reading and worth it if only for the really interesting Tharizun lore at the bottom. It was one of the three I voted for. I3, I4, and I5 was the second of my votes. I would recommend trying to get these as separate modules rather than in the collected mini-campaign format. There is general agreement that the fleshed out version doesn't help much, but in all fairness, that could simply be nostalgia on the part of people familiar with the originals. My third vote is (not surprisingly to me) not getting much attention, which is UK1 'Beyond the Crystal Cave'. Of all the less well known modules on your list, this would be far and away my recommendation for one to pick up. Most of the modules on your list will seem pretty primitive. G1-3 and A1-4 in particular are nothing spectacular by modern standards and I doubt you could get them published today. But UK1 represents a radical departure from 'old school' design in that the majority of encounters are (potentially) non-combat, and the focus of the module is on story-telling, role-playing, and problem solving. Potentially, this is a module that could be played through by a very low level party and its certainly highly adaptable to a wide range of play levels from an introductory module to a party of epic level. [/QUOTE]
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Round Two: Another 10 old school modules I'm considering!
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