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third party adventure modules. what's worth buying?
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<blockquote data-quote="JustinA" data-source="post: 3503230" data-attributes="member: 51618"><p>In general I've been very happy with the modules published by:</p><p></p><p>Penumbra (Atlas Games)</p><p>Malhavoc Press</p><p>Necromancer Games</p><p>Goodman Games</p><p>Fiery Dragon Press</p><p></p><p>Not all of these can be relied on 100%. <em>Thieves in the Forest</em> from Penumbra, for example, was merely an adequate 1st level adventure -- it could easily be whipped up by anyone with a modicum of experience and isn't worth paying money for. <em>Legend of the Ripper</em> from Goodman Games was actually atrocious and nearly turned me off the DCC line entirely.</p><p></p><p>Picking my favorite adventure from each company:</p><p></p><p>- Rappan Athuk (Necromancer Games)</p><p>- Banewarrens (Malhavoc Press)</p><p>- NeMoren's Vault (Fiery Dragon Press)</p><p>- Lost Vault of Tsathzar Rho (Goodman Games)</p><p>- Three Days to Kill (Penumbra)</p><p></p><p>Of these I've used <em>Three Days to Kill</em> no less than three times and <em>Rappan Athuk</em> no less than twice. <em>Three Days to Kill</em> is not only a great one-shot, it's also one of the best campaign-starters I've ever run. And <em>Rappan Athuk</em> really does set the standard for a mega-dungeon in the old-school style.</p><p></p><p>Troll Lord Games produced some really nice modules when they were first launching, but I've never been able to figure out how I'd actually use them. I haven't checked out their more recent offerings.</p><p></p><p>Green Ronin deserves an honorable mention for the original Freeport Trilogy -- which has great material, but definitely needs some structural work. (The modules themselves admit that they've got weak points where a single die roll will permanently derail the adventure. That's not good design. A module needs to be more rigorous. It needs to be able to stand up to player abuse.) But their subsequent adventures were so horrid, IMO, that I really can't give the company's adventures as a whole a recommendation. (Undead Emeril Lagasse spoofs and a guest star appearance by Donkey Kong just doesn't cut it for me.)</p><p></p><p>The Witchfire Trilogy has some really excellent material, too, but it's completely unusable in its published form due to the railroading. The first part of the trilogy is definitely salvageable if you work at it hard enough, but I never sat down to figure out if the second and third parts could be similarly saved.</p><p></p><p>Justin Alexander</p><p><a href="http://www.thealexandrian.net" target="_blank">http://www.thealexandrian.net</a></p></blockquote><p></p>
[QUOTE="JustinA, post: 3503230, member: 51618"] In general I've been very happy with the modules published by: Penumbra (Atlas Games) Malhavoc Press Necromancer Games Goodman Games Fiery Dragon Press Not all of these can be relied on 100%. [i]Thieves in the Forest[/i] from Penumbra, for example, was merely an adequate 1st level adventure -- it could easily be whipped up by anyone with a modicum of experience and isn't worth paying money for. [i]Legend of the Ripper[/i] from Goodman Games was actually atrocious and nearly turned me off the DCC line entirely. Picking my favorite adventure from each company: - Rappan Athuk (Necromancer Games) - Banewarrens (Malhavoc Press) - NeMoren's Vault (Fiery Dragon Press) - Lost Vault of Tsathzar Rho (Goodman Games) - Three Days to Kill (Penumbra) Of these I've used [i]Three Days to Kill[/i] no less than three times and [i]Rappan Athuk[/i] no less than twice. [i]Three Days to Kill[/i] is not only a great one-shot, it's also one of the best campaign-starters I've ever run. And [i]Rappan Athuk[/i] really does set the standard for a mega-dungeon in the old-school style. Troll Lord Games produced some really nice modules when they were first launching, but I've never been able to figure out how I'd actually use them. I haven't checked out their more recent offerings. Green Ronin deserves an honorable mention for the original Freeport Trilogy -- which has great material, but definitely needs some structural work. (The modules themselves admit that they've got weak points where a single die roll will permanently derail the adventure. That's not good design. A module needs to be more rigorous. It needs to be able to stand up to player abuse.) But their subsequent adventures were so horrid, IMO, that I really can't give the company's adventures as a whole a recommendation. (Undead Emeril Lagasse spoofs and a guest star appearance by Donkey Kong just doesn't cut it for me.) The Witchfire Trilogy has some really excellent material, too, but it's completely unusable in its published form due to the railroading. The first part of the trilogy is definitely salvageable if you work at it hard enough, but I never sat down to figure out if the second and third parts could be similarly saved. Justin Alexander [url]http://www.thealexandrian.net[/url] [/QUOTE]
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