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*Pathfinder & Starfinder
TSR/WotC Adventures - Are they REALLY any good? (Warning: Possible Spoilers)
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<blockquote data-quote="pemerton" data-source="post: 5986575" data-attributes="member: 42582"><p>TSR adventures that I've run and enjoyed include:</p><p></p><p style="margin-left: 20px">*Night's Dark Terror, adapted for my current 4e campaign, and spread out over many more levels than the original envisages;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Descent into the Depths of the Earth (D1 only, not the Shrine), adapted to Rolemaster;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*G1-G3, run as-published for high level AD&D (nothing better for those modules than a 10th level ranger with a +4 two-handed sword);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Castle Amber, adapted for 3E (but we only got through half of the castle - I found the module more fun than the system);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*OA3 Ochimo the Spirit Warrior, and OA7 Test of the Samuari, adapted to Rolemaster - both very flavourful, and although OA7 as written is rather railroady that can fairly easily be toned down;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Many of the mini-adventures that came on cards with the City of Greyhawk boxed set.</p><p></p><p>WotC adventures I've run and enjoyed:</p><p></p><p style="margin-left: 20px">*Bastion of Broken Souls (first half only, not the positive energy plane crawl), adapted to Rolemaster - this module has excellent thematic potential but suffers in the execution - because 3E really only has conflict resolution rules for combat, many of the NPCs are stipulated as attacking even when social interaction would make more sense, and when I ran it I disregarded those stipulations - the warrior mage PC persuading the angel who was a living gate to let herself be killed, in the interests of compassion and humanity, was one of the roleplaying highlights of that campaign;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Sleeper in Dreams (only bits of the first half) - adapted to 4e, this city adventure has some nice Far Realms cultists;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Thunderspire Labyrinth - I spread this out over many more levels in my 4e game than it is designed for, and ignored a lot of the staging advice - once you do that, it has some nice maps and interesting situations - I haven't run the Horned Hold yet, though, because my PCs negotiated with the duergar to redeem the slaves rather than trying to invade a duergar fortress.</p><p></p><p>I've used maps and the occasional personality or bit of backstory from other TSR/WotC adventures (this is the main way I use published modules), but I don't think that really counts as <em>running</em> them. And there are some modules that I didn't really enjoy when I ran them, like U2, U3 and Q1.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5986575, member: 42582"] TSR adventures that I've run and enjoyed include: [indent]*Night's Dark Terror, adapted for my current 4e campaign, and spread out over many more levels than the original envisages; *Descent into the Depths of the Earth (D1 only, not the Shrine), adapted to Rolemaster; *G1-G3, run as-published for high level AD&D (nothing better for those modules than a 10th level ranger with a +4 two-handed sword); *Castle Amber, adapted for 3E (but we only got through half of the castle - I found the module more fun than the system); *OA3 Ochimo the Spirit Warrior, and OA7 Test of the Samuari, adapted to Rolemaster - both very flavourful, and although OA7 as written is rather railroady that can fairly easily be toned down; *Many of the mini-adventures that came on cards with the City of Greyhawk boxed set.[/indent] WotC adventures I've run and enjoyed: [indent]*Bastion of Broken Souls (first half only, not the positive energy plane crawl), adapted to Rolemaster - this module has excellent thematic potential but suffers in the execution - because 3E really only has conflict resolution rules for combat, many of the NPCs are stipulated as attacking even when social interaction would make more sense, and when I ran it I disregarded those stipulations - the warrior mage PC persuading the angel who was a living gate to let herself be killed, in the interests of compassion and humanity, was one of the roleplaying highlights of that campaign; *Sleeper in Dreams (only bits of the first half) - adapted to 4e, this city adventure has some nice Far Realms cultists; *Thunderspire Labyrinth - I spread this out over many more levels in my 4e game than it is designed for, and ignored a lot of the staging advice - once you do that, it has some nice maps and interesting situations - I haven't run the Horned Hold yet, though, because my PCs negotiated with the duergar to redeem the slaves rather than trying to invade a duergar fortress.[/indent] I've used maps and the occasional personality or bit of backstory from other TSR/WotC adventures (this is the main way I use published modules), but I don't think that really counts as [I]running[/I] them. And there are some modules that I didn't really enjoy when I ran them, like U2, U3 and Q1. [/QUOTE]
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