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<blockquote data-quote="rogueattorney" data-source="post: 1652046" data-attributes="member: 17551"><p>My list:</p><p></p><p>AD&D division:</p><p>C1 Hidden Shrine of Tomoachan</p><p>D1-2 Descent Into the Depths of the Earth</p><p>D3 Vault of the Drow</p><p>G1-2-3 Against the Giants</p><p>I1 Dwellers of the Forbidden City</p><p>L1 Secret of Bone Hill</p><p>S1 Tomb of Horrors</p><p>S3 Expedition to Barrier Peaks</p><p>S4 The Lost Caverns of Tsojcanth</p><p>T1 The Village of Hommlet</p><p>WG4 The Forgotten Temple of Tharizdun</p><p></p><p>D&D division</p><p>B1 In Search of the Unknown (The first 2 printings had a "how to use w/ AD&D section)</p><p>B2 Keep on the Borderland (The first printing said it could be used w/ AD&D "with minor modifications")</p><p>B4 The Lost City</p><p>X1 The Isle of Dread</p><p>X2 Castle Amber</p><p></p><p>My caveat is that anything after about mid-1982 is not a classic. It might be very, very, very good - near mandatory to have in an OOP D&D collection, but still not "classic" in the old school (A)D&D sense.</p><p></p><p>Someone mentioned "classic" 2e modules. The problem with naming classic adventures in 2e is two-fold... </p><p>1. During the 2e years TSR really concentrated on setting material instead of adventures. TSR also increased its AD&D output tremendously. In my opinion, the attention to gameworlds as opposed to adventures and the necessarily limited testing time really shows in the generally poor quality of adventures put out. Sure, there were some great 2e adventures, but there was never the run of consistant quality that 1e had from '78 to '82.</p><p>2. Most 2e adventures were set in a particular gameworld. They are not as universal as 1e adventures. Hence, a fan of, say, Planescape who wasn't interested in Ravenloft, will not necessarily have had contact with any Ravenloft adventures. Thus, as opposed to 1e, where there were adventures EVERYBODY played, there aren't as many 2e modules that pretty much everybody had contact with.</p><p></p><p>R.A.</p></blockquote><p></p>
[QUOTE="rogueattorney, post: 1652046, member: 17551"] My list: AD&D division: C1 Hidden Shrine of Tomoachan D1-2 Descent Into the Depths of the Earth D3 Vault of the Drow G1-2-3 Against the Giants I1 Dwellers of the Forbidden City L1 Secret of Bone Hill S1 Tomb of Horrors S3 Expedition to Barrier Peaks S4 The Lost Caverns of Tsojcanth T1 The Village of Hommlet WG4 The Forgotten Temple of Tharizdun D&D division B1 In Search of the Unknown (The first 2 printings had a "how to use w/ AD&D section) B2 Keep on the Borderland (The first printing said it could be used w/ AD&D "with minor modifications") B4 The Lost City X1 The Isle of Dread X2 Castle Amber My caveat is that anything after about mid-1982 is not a classic. It might be very, very, very good - near mandatory to have in an OOP D&D collection, but still not "classic" in the old school (A)D&D sense. Someone mentioned "classic" 2e modules. The problem with naming classic adventures in 2e is two-fold... 1. During the 2e years TSR really concentrated on setting material instead of adventures. TSR also increased its AD&D output tremendously. In my opinion, the attention to gameworlds as opposed to adventures and the necessarily limited testing time really shows in the generally poor quality of adventures put out. Sure, there were some great 2e adventures, but there was never the run of consistant quality that 1e had from '78 to '82. 2. Most 2e adventures were set in a particular gameworld. They are not as universal as 1e adventures. Hence, a fan of, say, Planescape who wasn't interested in Ravenloft, will not necessarily have had contact with any Ravenloft adventures. Thus, as opposed to 1e, where there were adventures EVERYBODY played, there aren't as many 2e modules that pretty much everybody had contact with. R.A. [/QUOTE]
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