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So what 3E adventures were worst?
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<blockquote data-quote="Lancelot" data-source="post: 3848489" data-attributes="member: 30022"><p>As a DM, I consider the most worthwhile thing about Necropolis to be EGG's writing style. It makes me smile every time. The constant emphasis on never cutting players an even break, the overwrought pulp 30's style curses, the text boxes where a simple chair takes a couple of paragraphs to describe...</p><p></p><p>The rest of the module is absolutely... hmmm... "not to my tastes". Bad stats, lethal traps that rely less on intelligence rather than luck, the mishmash assortment of creatures. 1e feeling, indeed. </p><p></p><p>It's simply a new Tomb of Horrors, and you can count me as one of those who think Tomb of Horrors is massively overrated. I've been DM'ing 25 years now. I fully recognize ToH as a classic, but it's not fun. It's not in the spirit of the kind of games I like to run. And I disagree that it's a test of intelligence. In many cases, it's a test of trial-and-error... where error is punished with instant death. The module virtually mandates the group has serious divination magic available. They should continually check auras, cast augury or divination or commune, and so forth. Now, you could claim that any group (of powergamers) worth their salt should have access to all that... but I dislike any module that forces a group to bring along X clerics or X wizards. The best modules can be adapted to the party of four roleplayers who all want to play gnomish barbarians (...perish the thought).</p><p></p><p>In terms of WotC modules, I was most disappointed with Expedition to the Demonweb Pits. Railroad plot, a scheme that is more diabolical than demoniac, lip-service to Planescape entities and locations (...but with the tagline on the back of the book reading: "Go to the Abyss. Meet demon-lords. Kill everything." - the antithesis of Planescape), bad stats, repetitive encounters, dozens of wasted pages on Delve format write-ups for non-combat encounters.... Such a waste.</p></blockquote><p></p>
[QUOTE="Lancelot, post: 3848489, member: 30022"] As a DM, I consider the most worthwhile thing about Necropolis to be EGG's writing style. It makes me smile every time. The constant emphasis on never cutting players an even break, the overwrought pulp 30's style curses, the text boxes where a simple chair takes a couple of paragraphs to describe... The rest of the module is absolutely... hmmm... "not to my tastes". Bad stats, lethal traps that rely less on intelligence rather than luck, the mishmash assortment of creatures. 1e feeling, indeed. It's simply a new Tomb of Horrors, and you can count me as one of those who think Tomb of Horrors is massively overrated. I've been DM'ing 25 years now. I fully recognize ToH as a classic, but it's not fun. It's not in the spirit of the kind of games I like to run. And I disagree that it's a test of intelligence. In many cases, it's a test of trial-and-error... where error is punished with instant death. The module virtually mandates the group has serious divination magic available. They should continually check auras, cast augury or divination or commune, and so forth. Now, you could claim that any group (of powergamers) worth their salt should have access to all that... but I dislike any module that forces a group to bring along X clerics or X wizards. The best modules can be adapted to the party of four roleplayers who all want to play gnomish barbarians (...perish the thought). In terms of WotC modules, I was most disappointed with Expedition to the Demonweb Pits. Railroad plot, a scheme that is more diabolical than demoniac, lip-service to Planescape entities and locations (...but with the tagline on the back of the book reading: "Go to the Abyss. Meet demon-lords. Kill everything." - the antithesis of Planescape), bad stats, repetitive encounters, dozens of wasted pages on Delve format write-ups for non-combat encounters.... Such a waste. [/QUOTE]
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