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Tomb of Annihilation Is Here - What Do You Think?
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<blockquote data-quote="Remathilis" data-source="post: 7723782" data-attributes="member: 7635"><p>Without dredging up too many "best adventures of all time" debates, most "setting-exclusive" modules rarely crack the all-time greats. For example, I6 excluded, is there really an iconic Ravenloft adventure from the setting that could be counted as an all-time great? Or a Dark Sun one? Or a Spelljammer one or Eberron one? The only ones who might be able to vie for "setting-specific and classic" are Dragonlance's War of the Lance modules and Dead Gods from Planescape. </p><p></p><p>When people are polled on the all-time classic modules, they tend to name the ones from late 70's through mid-80's which either were retconned into Greyhawk (if AD&D) or Mystara/Known World (if Basic). Naming modern classics tends to pull from the 3e era, which was rooted in pseudo-hawk (using the Greyhawk gods, but none of the setting or geography, such as Sunless Citadel or Red Hand of Doom). None of those greats rely heavily on their setting and barely even define what world they are supposed to be on. Which is what helps makes them iconic; they don't tie you to a setting like the DL series or Avatar Trilogy or Grand Conjunction modules do.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 7723782, member: 7635"] Without dredging up too many "best adventures of all time" debates, most "setting-exclusive" modules rarely crack the all-time greats. For example, I6 excluded, is there really an iconic Ravenloft adventure from the setting that could be counted as an all-time great? Or a Dark Sun one? Or a Spelljammer one or Eberron one? The only ones who might be able to vie for "setting-specific and classic" are Dragonlance's War of the Lance modules and Dead Gods from Planescape. When people are polled on the all-time classic modules, they tend to name the ones from late 70's through mid-80's which either were retconned into Greyhawk (if AD&D) or Mystara/Known World (if Basic). Naming modern classics tends to pull from the 3e era, which was rooted in pseudo-hawk (using the Greyhawk gods, but none of the setting or geography, such as Sunless Citadel or Red Hand of Doom). None of those greats rely heavily on their setting and barely even define what world they are supposed to be on. Which is what helps makes them iconic; they don't tie you to a setting like the DL series or Avatar Trilogy or Grand Conjunction modules do. [/QUOTE]
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