Tell me about your Castles and Crusades adventures!

Yeah, I will try both approaches. I will run old modules for fun, but with added RP potential when applicable. I will also run newer mods and my own mods with more fleshed out encounters up front. Either way, I think that what Ben said applies. These mods are what you make them, add RP in as you like, or take them as-is.
 

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One point I was trying to make was that an important number of OAD&D and OD&D modules were not -- by any reasonable definition -- simple 'dungeon crawls'.

My favourite series -- UK 2-4 -- is not a dungeon crawl. (And neither are the other modules in the UK series, e.g. UK 1).

L2, the "Assassin's Knot", is another one of my favourite OAD&D modules -- and it is not a 'dungeon crawl'. Heck, it is straight-up murder mystery. Try playing L2 without role-playing, and you will get no where.

I could go on, but my point is that there are some OD&D and OAD&D modules that are very plot-focused (albeit without the railroading found in the DL series and 2e modules).

As for the others (the G1-3 type series), while they can be played as simple dungeon crawls, the minimalism of those modules does not prevent the DM from running them in a very different way.
 

Expedition to the Barrier Peaks

The expedition went well. Halfway through the module the characters got arrested for lifting a yellow key card out of a desk in the medical bay. The police robots showed up and arrested the PCs.

Four 12th level PCs were sitting in the police station. They tried to talk their way out of getting charged with theft and were doing a pretty good job. However, Irasten the wizard lost his patience and got up.

Dramatically waving his arms, he begun chanting the words to a chain lightning spell, prepared to bring electrical doom on the robot policemen who would dare treat him as a mere thief.

Before he could finish his spell, one of the cop robots whacked him twice in the back of the head with a baton wielding tentacle and told him to sit down and shut up. The looks on the players' faces were priceless. Irasten was so stunned (literally) that he simply shut up, complied with the police, and was soon out sans yellow security card and a brown one he had picked up.

Cost of brown security card taken from displacer beasts? Free. Cost of yellow security card lifted from a medical bay? A few hours in jail. Cost of sassing and threating a police officer and getting beaten down? Priceless.

I will never forget that look. Ever.

Great adventure!
 

Von Ether said:
On the other hand, the style of games I like could be done in C&C ... once I figure out how to convert other races and d20 stuff to the game (Is there going to be a scifi C&C soon? LOL!)

Some fans are working on a sci-fi game based on the SIEGE engine right here:

C&C in space

I'd love to see you post your ideas and help us get this project completed!
 

My campaign's in for some difficult adventure-writing, since I've got one character who's decided to build political power as his method of battling evil and the rest are more traditional high-level adventurers who want to continue saving the world by killing ever-bigger monsters and taking ever-larger great flippin' wodges of cash from them.

I hadn't anticipated a political and intrigue campaign - I'd been working toward an Elric-like planar campaign. It's going to be hard to predict exactly what the group will do - which direction they'll break toward in any particular session. Thank goodness it's so easy to ad-lib in C&C.
 

I agree some of the older modules were bare bones dungeon crawls, but then as with C&C now it only gave the bare minimum, the rest were up to the DM. A good DM=good game, no matter what module is run. Also a bad DM=bad game. The advnatage of straight dungeon crawls,IMO, is that they are easy to adapt to my campaign. Just tell me whats there, I'll supply the plot hooks and the reasons for going there.
 

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