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So, what makes 1e adventures so great?
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<blockquote data-quote="Celebrim" data-source="post: 2235872" data-attributes="member: 4937"><p>B2, X1, and I6 are the only modules that I've now run twice. They've always been a great success.</p><p></p><p>I've got my own map for B2 now. I think that the B2 map is the one great weakness in the module. The new map incorporates more of a classic 'level' structure as the player's go deeper and deeper into the stronghold of chaos, and changes the feel of the game to something more like ToEE. I think if I were to run it a third time, I'd draw yet a new map and add sub-temples to it and make the conflict between the various tribes more apparant to the casual PC. </p><p></p><p>X1 is a great module, but it takes alot of work and imagination to run right. To me, it has a feel like a classic exploration action adventure - almost an 'Indiana Jones and the Legend of the Black Pearl'. If the module has any weakness, its in the lack of detail given to the various native tribes. I'd advise DM's that want to run it for the first time to spend most of their preparation time detailing the tribes in greater detail, detailing the NPC's on the ship that the PC's are going to use to get there, and so forth. The safe haven on the southern part of the island can definately benifit by the presence of a Cthullian cult, evil voodoo men, and zombies. I try to introduce this cult with a short set of encounters before the characters pass through the gates, and make a longer mini-adventure out of it once they return with knowledge of the islands interior. </p><p></p><p>I6 is a classic. It's on the short list of modules that everyone that plays D&D should have played. I went through as a character first, and then I've ran it twice as one offs, and every time its been a tremendous success. Like X1, it benefits from a bit of NPC detailing and DM judgement, but its really hard I think to go wrong with the module. The module has alot of great tips on how it should be run, and it makes an excellent adventure for even DM's of moderate skill. The main advice I would give is that Strahd is way to powerful of a villian under 1st edition rules for 1st edition 6th and 7th level characters, and if you run him as a lethal killing machine and use all of his abiities to thier full extent the module is harsher than Tomb of Horrors. If you expect the PC's to triumph, especially if they are new players, go soft with Strahd. </p><p></p><p>I3-I5 are great too. Tracy Hickman at the peak of his power as a dungeon designer and storyteller. </p><p></p><p>The other 1st edition module that I have real found memories of is CM3: Sabre River. First, the cover is one of the most famous images in the game. Second, it's a module that's something like 'The Sixth Sense', in that you the player ought to have seen the twist coming, but if the DM is good (and mine was) you probably won't and it can knock your socks off played by the DM correctly. I don't own the module, but I would love to have it.</p><p></p><p>I played the S series as a player, and watched them chew up a whole roster of characters. Interestingly, I didn't find S1 to be near as lethal as its successors. S1 is on the short list of modules ever player should have played. S2 is pretty good too although its a meat grinder its worth it for some of the elaborate rooms, but I didn't enjoy the other two and in fact I found S4 to be flat out bad - a mere meat grinder of a marketing showcase for the Monster Manual II. It reminded me of some of my first dungeons as a would be 6th grade DM.</p><p></p><p>I enjoyed the C series (C1-C5), but I don't remember being really awed by them (and I've only been a player, not a DM). I have UK1 but though I have never run it, I very much respect its writing and I would love to have the other UK modules just to see if they are as original as #1 is. Other 1st edition modules I'd like to own include B7, I1, I2, I9, WG4, and WGR1. Any other recommendations would be welcome.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2235872, member: 4937"] B2, X1, and I6 are the only modules that I've now run twice. They've always been a great success. I've got my own map for B2 now. I think that the B2 map is the one great weakness in the module. The new map incorporates more of a classic 'level' structure as the player's go deeper and deeper into the stronghold of chaos, and changes the feel of the game to something more like ToEE. I think if I were to run it a third time, I'd draw yet a new map and add sub-temples to it and make the conflict between the various tribes more apparant to the casual PC. X1 is a great module, but it takes alot of work and imagination to run right. To me, it has a feel like a classic exploration action adventure - almost an 'Indiana Jones and the Legend of the Black Pearl'. If the module has any weakness, its in the lack of detail given to the various native tribes. I'd advise DM's that want to run it for the first time to spend most of their preparation time detailing the tribes in greater detail, detailing the NPC's on the ship that the PC's are going to use to get there, and so forth. The safe haven on the southern part of the island can definately benifit by the presence of a Cthullian cult, evil voodoo men, and zombies. I try to introduce this cult with a short set of encounters before the characters pass through the gates, and make a longer mini-adventure out of it once they return with knowledge of the islands interior. I6 is a classic. It's on the short list of modules that everyone that plays D&D should have played. I went through as a character first, and then I've ran it twice as one offs, and every time its been a tremendous success. Like X1, it benefits from a bit of NPC detailing and DM judgement, but its really hard I think to go wrong with the module. The module has alot of great tips on how it should be run, and it makes an excellent adventure for even DM's of moderate skill. The main advice I would give is that Strahd is way to powerful of a villian under 1st edition rules for 1st edition 6th and 7th level characters, and if you run him as a lethal killing machine and use all of his abiities to thier full extent the module is harsher than Tomb of Horrors. If you expect the PC's to triumph, especially if they are new players, go soft with Strahd. I3-I5 are great too. Tracy Hickman at the peak of his power as a dungeon designer and storyteller. The other 1st edition module that I have real found memories of is CM3: Sabre River. First, the cover is one of the most famous images in the game. Second, it's a module that's something like 'The Sixth Sense', in that you the player ought to have seen the twist coming, but if the DM is good (and mine was) you probably won't and it can knock your socks off played by the DM correctly. I don't own the module, but I would love to have it. I played the S series as a player, and watched them chew up a whole roster of characters. Interestingly, I didn't find S1 to be near as lethal as its successors. S1 is on the short list of modules ever player should have played. S2 is pretty good too although its a meat grinder its worth it for some of the elaborate rooms, but I didn't enjoy the other two and in fact I found S4 to be flat out bad - a mere meat grinder of a marketing showcase for the Monster Manual II. It reminded me of some of my first dungeons as a would be 6th grade DM. I enjoyed the C series (C1-C5), but I don't remember being really awed by them (and I've only been a player, not a DM). I have UK1 but though I have never run it, I very much respect its writing and I would love to have the other UK modules just to see if they are as original as #1 is. Other 1st edition modules I'd like to own include B7, I1, I2, I9, WG4, and WGR1. Any other recommendations would be welcome. [/QUOTE]
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