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TSR/WotC Adventures - Are they REALLY any good? (Warning: Possible Spoilers)

When I ran this adventure, my players decided to abandon their explorations just before encountering the dragon. I was gutted!
Same here - though in fairness to them the actual reason they were there at all had been dealt with upstairs, and they were running out of characters.

However, "Forge of Fury" did have one incredibly unfortunate legacy, due to the infamous Roper encounter. As we know, per the 3e DMG, it is recommended to include a small percentage of "overwhelming" encounters. FoF actually applied this advice, and so included an extremely deadly encounter with a Roper. There's even a sidebar in the adventure specifically noting that this was what they were doing!
Yet the module gives the characters a pretty easy out: all they have to do is feed the damn thing! (my players fed it the baby troglodytes from upstairs)
But after playing the adventure, there was a huge outcry from players, that it somehow wasn't "fair" to include this encounter in the adventure. And, as a result of this, WotC have almost never again done something like that - encounters have now been much more level-appropriate. And their published adventures have been the poorer for it.
You can rest assured none of that outcry came from here.

Lan-"the dragon is more dangerous in that you can't just throw food at it to make it go away"-efan
 

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Yeah, these two phrases are joined at the hip for me! :)

NDT was better the second time around, I'll give it that; but by 'better' I mean it went from abysmal up to merely below average.
I've been wondering about that.

The best use I could see for it now is to be the core region of a campaign that starts there; all the little mini-adventures within NDT get fleshed out into something a bit more significant (e.g. "Expedition to the Ruins of Xitaqa" could easily become its own complete adventure) and the campaign rattles around in there for ages.
That's more or less what I've done with it. And mixed in Thunderspire Labyrinth, Speaker in Dreams, Heathen (a 4e Dungeon adventure that should have been on my list) and a few smaller vignettes.

I used Minotaurs as the ancient race (fits with Thunderspire Labyrinth), used bits of Thunderspire Labyrinth plus the dungeon with the gelatinous cubes for Xitaqaa, and used Heathen for the contents of the lost valley.

As for the main topic: those modules you listed as being good, what in your view made them good?
For the WotC adventures I think I listed this.

The Giants I enjoyed at the time (25+ years ago now) just for the sheer dice rolling, giant slaying insanity of it. I am looking at converting G2 to 4e and sticking it in the Feywild, but will certainly be toning down the combat a bit compared to the original.

Castle Amber is light-hearted fun. I wouldn't use it in a serious campaign, I don't think. It was good for a two-or-three session 3E experiment. (As I said, the module was more fun than the system.)

Descent Into the Depths has nice stuff with factions. When I ran it (in Rolemaster) the party included a dwarf who couldn't speak Common, and the only other PC who could speak Dwarven was the party elf. Who was therefore negotiating between the rest of the group and the dwarf PC. And also negotiating between the whole group and the drow. And that elf PC was himself a sociopathic worshipper of Demogorgon. Naturally enough, hilarity ensued. Until the PCs got badly hurt in a fight with some mindflayers who they were trying to clear out so as to get in good with the drow. I can't remember exactly what happened with the troglodytes, but I think there was some sneaking past them, and I have vague memories that some of the PCs at least got captured by them. I can't remember now how they escaped.

Night's Dark Terror I like for its tropes: goblins laying siege to the homesteads, wandering through the forest, fey islands, shadow tombs, gnoll marauders, etc. As written it doesn't have a lot of thematic depth, but those fantasy tropes made that depth easy to introduce: rescuing prisoners; revenge against goblins; defeating Bane-ite, Orcus and Vecna cultists; etc. It actually mixed very nicely with Thunderspire Labyrinth (I merged the characters of Paldemar and Golthar - Golthar was the evil wizard's name in Goblin, Paldemar when dealing with humans - and I built on the Thunderspire Labyrinth idea of him being a Vecna cultists).

Finally, the two Oriental Modules I ran (and I remember now I've also used bits of a 3rd, OA5 Mad Monkey vs Dragon Claw, in the same campaign) are also excellent for tropes that easily support thematic stuff. OA3 is all about going to an island to defend against the spirit warrior haunting a trading colony, and getting dragged into a bigger struggle taking place in the spirit world between spirits of nature and an undead spirit. OA7 has similar themes of immortality in conflict with nature - a dragon who was once an animal lord, but got demoted for bad behaviour, is trying to gain immortality by learning techniques to breathe a special substance which, when it replaces the ordinary atmosphere, will be fatal to all other living beings. (Naturally, I linked the necromancy in OA7 to the necromancy in OA3, creating a bigger conspiracy/campaign background.)

So as well as all the cool tropes of spirits, snake cults (worshipping the dragon in OA7), the Celestial Bureaucracy, etc, I was able to bring out ideas about duty, betrayal, loyalty, passion etc. This was the same campaign that also went on to use Freeport and then Bastion of Broken Souls to mix in ideas of freedom, transcendence, karma etc. A very satisfying campaign, even by the end of it I swore an oath never to GM Rolemaster again (it's way too much work to make it work, especially at high levels).
 

Okay, fair enough. In hindsight, I was being over-sensitive. Sorry.



I certainly agree with the second (PCs being the rudder).

However, I'm not so sure about the detailed backstories. What I've noticed as I read more and more adventures is that they now tend to have long and lovingly-detailed backstories... that aren't really followed up on in the adventure itself.

If the BBEG has a detailed backstory of lost love and betrayed honour, but the players never learn of this, what's the point? Indeed, even if the PCs do learn these things, but can't put that information to any use, why bother? Isn't it just wasted paper? If all they actually see is "Vampire Lord, CR 16", then their response will be predictable: hack, hack, hack.

In an adventure like Ravenloft, it gives the DM a lens to view the BBEG's actions and decisions. Strahd is active in the adventure, not just a boss fight at the end. I ran the 3.5 version (Expedition - but using Savage Worlds rules) and blended his backstory into Eberron to make him a much more interesting character and story. It resulted in an outcome I would not have foreseen without that detail.

I completely agree with your statement if the villain is just a fight at the end - no need for reams of detail.
 

In an adventure like Ravenloft, it gives the DM a lens to view the BBEG's actions and decisions. Strahd is active in the adventure, not just a boss fight at the end.

This is certainly true. As I noted, "Ravenloft" is a particularly good example of the form, and so avoids a lot of the mistakes that other similar adventures make.

I completely agree with your statement if the villain is just a fight at the end - no need for reams of detail.

Yep.

I should also note: I'm not actually advocating just removing that detail. I don't think that doing so would lead to better adventures.

What I'm advocating is that they do more to use that detail - provide real, organic ways for players to get that information (if they're interested), coupled with the ability to use it.
 

I should also note: I'm not actually advocating just removing that detail. I don't think that doing so would lead to better adventures.

What I'm advocating is that they do more to use that detail - provide real, organic ways for players to get that information (if they're interested), coupled with the ability to use it.

I like what one of the Rise of the Runelords adventures did with the "haunted house" - the challenges were wrapped into flashbacks about past events in the house.
 

The biggest problem I have with many adventures is the problem of pacing. Many adventures don't to themselves any favors by trying to cram in too many encounters too quickly. It turns into a slog, and who wants that?

Night Below (2e) and Return to the Temple of Elemental Evil (3e), I'm looking at you.
 

Castle Amber is light-hearted fun. I wouldn't use it in a serious campaign, I don't think. It was good for a two-or-three session 3E experiment. (As I said, the module was more fun than the system.)
You got through Castle Amber in 3e in 2-3 sessions?

It took us over half a year!

Lan-"and a lot of those who went in to Chateau D'Amberville didn't come out"-efan
 

When I ran this adventure, my players decided to abandon their explorations just before encountering the dragon. I was gutted!

Mine avoided it, knowing it was below, and used the gate to go to a different dungeon. Of course, only my version -- not the original -- had a gate to the Malachite Fortress from "Life's Bazaar", with the backstory being the Duergar here were friends of Kazmojen back in the Malachite Fortress who took over two connected (via gate) fallen dwarven fortresses, and were abducting people from Cauldron to work the forges. Both the Duergar and Trogs are refugees from the White Kingdom (Kingdom of the Ghouls) IMC. I like a lot of back story and hooks for future directions the campaign (or others in the same world) might go. :)

This is an adventure that I found plays better than it reads - on a readthrough, it seemed like a fairly standard dungeon crawl, nothing much to see here. But when playing, yeah, it was a lot of fun. The only thing I think it needs is a bit of a stronger hook, to keep the PCs going to the end!

Indeed, I got the "why are we here" question from my group too -- oddly enough, from the dwarf who had been hot to trot on exploring it.

However, "Forge of Fury" did have one incredibly unfortunate legacy, due to the infamous Roper encounter.

We never ended up on that level when I played, and my players never found it either.
 



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