updates of older modules

Indeed! Especially, since some of the classic originals aren't really that great when viewed with modern eyes -> see the thread about 'Temple of the Elemental Evil'. (snip)

Actually, my take on the feedback in that thread was that ToEE was considered a profound disappointment during the 1E era, not from the perspective of "modern eyes" (at least it was for me and many of those who posted on that thread).

I would still love to see ToEE updated. Multiple sites. Better pacing. And clerics of elemental evil that feel elemental and evil.
 

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And the best 4e adventure so far? None, yet. I think 'Hammerfast' has the most important ingredients for a great adventure module, though. I'm also curious about the new HS1 module.

Since RHoD was released rather late into 3e, it's probably no wonder, there's not yet a really great modern classic for 4e.

I disagree. P2: Demon Queen's Enclave is a superb module, and I say that as someone who's run it. Watching the PCs run between the different factions of drow, making and breaking alliances, was a lot of fun; it really is a modern classic.

I hope the signs we see in Hammerfast make it into fully-fledged awesomeness in the next set of modules, though.

Cheers!
 

Actually, my take on the feedback in that thread was that ToEE was considered a profound disappointment during the 1E era, not from the perspective of "modern eyes" (at least it was for me and many of those who posted on that thread).

I would still love to see ToEE updated. Multiple sites. Better pacing. And clerics of elemental evil that feel elemental and evil.
Well, okay. It's just that I wasn't aware until after reading this thread that so many people felt the module was a disappointment. I only ever heard glowing praise about it from those who had played it.

I can sort of see the appeal of an update that actually delivers what the module seems to have promised. But wouldn't it be even better to get an entirely new (super)module that deals with the Cult of the Elder Eye appropriately?
 

I think Red Hand of Doom was also WotC's best 3e adventure and I don't think it'd be that hard to convert to 4e personally.

I really, really hope that the can put out something of Paizo quality for 4e, their adventures are awesome. Ah well, to the conversion mobile!

I'm doing an on the fly conversion of Red Hand as a 4th campaign and I think it's working well. I also ran it for 3.0. I actually think it works better
in 4e. With minions and using lower level monsters I have been able to really get the "you are fighting an army feel." With the mostly open format of the original module it has been fairly easy to convert the combat encounters, and the RP encounters really don't require conversion unless you want to do them as a skill challenge (I've done both so far).

I would love to see a conversion of the slavers series.
 

(emphasis mine)

Like any good remake, the spirit of the original has to be captured and that's where I feel most remakes fail.

The 3e remake of Ravenloft, in its quest to warrant a harback size volume, is still a solid remake adventure. However, it was also amped up "to 11" in terms of additional opponents. While most were interesting additions, many of them felt tacked on. However, I suspect that perception is the result of the delve format causing one to go to 2-3 different places in the book to understand the NPCs characterizations. I still give the edge to the original.

No, the problem with Expedition to Ravenloft, is that the creepiest D&D villain of all times was transformed by the authors into a mewling wealkling with no charisma, screaming "i'm Mad" while acting randomly. That's my very real issue with this adventure, which otherwise I would have enjoyed despite even the loathed delve format.

The rest of the added stuff was mostly good in fact ... except this ... and oh yes, ... the EXCEPTIONALLY POOR ART (IMO) depicting STRAHD.:rant:

Ok, you don't have to agree with me, but I expected a lot from this module, and this is where it let me down.
 

No, the problem with Expedition to Ravenloft, is that the creepiest D&D villain of all times was transformed by the authors into a mewling wealkling with no charisma, screaming "i'm Mad" while acting randomly. That's my very real issue with this adventure, which otherwise I would have enjoyed despite even the loathed delve format.

I'm curious. Did you DM Expedition to Castle Ravenloft, or play in it? IIRC, the adventure provides several different hooks for the DM, and only one or two of them hinge on Strahd being insane.
 

No, the problem with Expedition to Ravenloft, is that the creepiest D&D villain of all times was transformed by the authors into a mewling wealkling with no charisma, screaming "i'm Mad" while acting randomly. That's my very real issue with this adventure, which otherwise I would have enjoyed despite even the loathed delve format.

The rest of the added stuff was mostly good in fact ... except this ... and oh yes, ... the EXCEPTIONALLY POOR ART (IMO) depicting STRAHD.:rant:

Ok, you don't have to agree with me, but I expected a lot from this module, and this is where it let me down.

Nope, can't really argue with those points.
 

Well, okay. It's just that I wasn't aware until after reading this thread that so many people felt the module was a disappointment. I only ever heard glowing praise about it from those who had played it.

I can sort of see the appeal of an update that actually delivers what the module seems to have promised. But wouldn't it be even better to get an entirely new (super)module that deals with the Cult of the Elder Eye appropriately?

Perhaps I didn't phrase my answers well enough because your question, "But wouldn't it be even better to get an entirely new (super)module that deals with the Cult of the Elder Eye appropriately?" is entirely consistent with what I feel about a remake/"inspired by" version of ToEE.

In the introduction to ToEE it talks about tidal waves, firestorms, earthquakes etc...; a series of elemental natural disasters. And that's the end of anything even vaguely elemental in feel for the rest of the adventure (unless, when you do your own design work, you actually make the nodes feel elemental).

I want to use the flavour text at the beginning, the concept of nodes and/or temples dedicated to each element, spread them out some and then include things like skill challenges as the party not only encounters monsters but deals with the actual manifestations of elemental evil.

And when the adventure concludes, the players will know that they dealt with both elementals and evil.
 



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