I've decided that I'm going to make a somewhat exclusive list about the "Classic" 1E modules. I'm not going to include modules that I don't think are widely enough known or appreciated... (That is to say, modules I don't think are classic enough.
)
Heh.
G1-3: Against the Giants - the very first official AD&D modules, with an archetypal plot
D1-2: Descent into the Depths of the Earth - New cultures! New experiences. Shades of Jules Verne!
D3: Vault of the Drow - Absolutely incredible. The world expands once more.
Q1: Queen of the Spiderweb Pits - This one is marginal. We now know that it wasn't what Gary had envisioned, and that there are problems with it... but I still think it's a classic. It takes adventuring to a new plane!
S1: Tomb of Horrors - Exceedingly deadly, but iconic.
S2: White Plume Mountain - A good example of early D&D: Monsters, Traps, Tricks and Treasure
S3: Expedition to the Barrier Peaks - A borderline classic, but on the list for various reasons.
S4: Lost Caverns of Tsojcanth - Another borderline module. It's really Monsters, Tricks, Traps and Treasure, but it gets classic status by the sheer number of new Monsters and Magic in it.
I3: Pharoah - My favourite module. I4 and I5 don't quite make the list - I don't think they're as well known.
I6: Ravenloft - Very iconic. Moving into new areas for D&D
T1-4: Temple of Elemental Evil - Greatly flawed, but still deserving classic status
A1, A2, A3, A4: original slaver modules - I view these as more classic tournament modules than great campaign modules. GDQ and T1-4 are great campaign modules, but A1-4 don't integrate as much as I would wish.
B2: Keep on the Borderlands - Honorary 1E status. The classic beginning module, possibly played by more players than anything else.
There you go. That's my list.
Some modules that didn't make it, though they're good modules:
U1-3: The Saltmarsh series. - Overall, I feel the material is too slight to warrant inclusion. U1 is over in a couple of sessions, U2 can be avoided, and U3 is way too difficult for the normal group of adventurers.
C1: Hidden Shrine of Tamoachan - An oddity.
I really don't know it that well, so it doesn't make the list.
C2: The Ghost Tower of Inverness - Another tournament oddity. I know it better than C1, but it's a little too arbitrary for my liking
X1: The Isle of Dread - Very close to classic status, but there are enough people who don't like dinosaurs to keep it off the list.
WG4: Forgotten Temple of Tharizdun - I think the reputation of this module rests entirely on the backstory and the final few encounters. Don't get me wrong - I love the backstory and the end of this module, but there are other parts that I find rather dull.
WG5: Mordenkainen's Fantastic Adventure - The Terrible Iron Golem is great, but I can never quite get so enthused over the next two levels.
H1-4: Bloodstone Pass series - Very High Level, but not quite great enough
EX1, EX2: Dungeonland, The Land Beyond the Magic Mirror - Weird and amazing... but too far from regular D&D to make the classic list. I don't think they're that well known, either.
I invite you to create your own exclusive lists.
Cheers!

Heh.

G1-3: Against the Giants - the very first official AD&D modules, with an archetypal plot
D1-2: Descent into the Depths of the Earth - New cultures! New experiences. Shades of Jules Verne!
D3: Vault of the Drow - Absolutely incredible. The world expands once more.
Q1: Queen of the Spiderweb Pits - This one is marginal. We now know that it wasn't what Gary had envisioned, and that there are problems with it... but I still think it's a classic. It takes adventuring to a new plane!

S1: Tomb of Horrors - Exceedingly deadly, but iconic.
S2: White Plume Mountain - A good example of early D&D: Monsters, Traps, Tricks and Treasure
S3: Expedition to the Barrier Peaks - A borderline classic, but on the list for various reasons.
S4: Lost Caverns of Tsojcanth - Another borderline module. It's really Monsters, Tricks, Traps and Treasure, but it gets classic status by the sheer number of new Monsters and Magic in it.
I3: Pharoah - My favourite module. I4 and I5 don't quite make the list - I don't think they're as well known.
I6: Ravenloft - Very iconic. Moving into new areas for D&D
T1-4: Temple of Elemental Evil - Greatly flawed, but still deserving classic status
A1, A2, A3, A4: original slaver modules - I view these as more classic tournament modules than great campaign modules. GDQ and T1-4 are great campaign modules, but A1-4 don't integrate as much as I would wish.
B2: Keep on the Borderlands - Honorary 1E status. The classic beginning module, possibly played by more players than anything else.
There you go. That's my list.

Some modules that didn't make it, though they're good modules:
U1-3: The Saltmarsh series. - Overall, I feel the material is too slight to warrant inclusion. U1 is over in a couple of sessions, U2 can be avoided, and U3 is way too difficult for the normal group of adventurers.
C1: Hidden Shrine of Tamoachan - An oddity.

C2: The Ghost Tower of Inverness - Another tournament oddity. I know it better than C1, but it's a little too arbitrary for my liking
X1: The Isle of Dread - Very close to classic status, but there are enough people who don't like dinosaurs to keep it off the list.
WG4: Forgotten Temple of Tharizdun - I think the reputation of this module rests entirely on the backstory and the final few encounters. Don't get me wrong - I love the backstory and the end of this module, but there are other parts that I find rather dull.
WG5: Mordenkainen's Fantastic Adventure - The Terrible Iron Golem is great, but I can never quite get so enthused over the next two levels.
H1-4: Bloodstone Pass series - Very High Level, but not quite great enough
EX1, EX2: Dungeonland, The Land Beyond the Magic Mirror - Weird and amazing... but too far from regular D&D to make the classic list. I don't think they're that well known, either.
I invite you to create your own exclusive lists.

Cheers!
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