What adventure module defines D&D to you?

Okay, I have to protest this widespread love of B2.

The Keep on the Borderlands was simply a collection of NPC's with no names or personality, and the Caves of Chaos were just a random jumble of minor delves with the usual monstrous humanoids.

Sure, you can probably build upon it to make it something great with these bare bones, but that's you instead of the module.

Me too... oh, excuse me, I meant "B2". :D

If one wanted to get all spoilery on the NPCs, I'll elaborate that it was a little more than that, though, yes, they were bare bones:

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The goodly priest in the Keep is really the high priest of a cult meeting in the Caves of Chaos - anyone who takes too much of an interest in the caves he'll accompany and kill if given the chance.

The Jeweler in town is a rather snooty sort, he and his wife just waiting for the chance to find a caravan to get them back tp civilized lands.

There is a fairly explicit account of how the guard structure of the keep operates, and how the captain of the watch is a brutish guy, but one who respects bravery and who is taken by a pretty face easily.

There's a pretty good detail of what types of equipment each shop sells, who to go to for what items, etc.

There's an accounting of what the merchant guild pays attention to, what services they pay for, etc.

The sergeant of the guard is a rowdy fellow who loves to drink and brawl.

There are a number of prisoners in the Caves who interact in various ways with the Keep itself, or with the various monster tribes of the Caves.

The module is interspersed throughout with all kinds of one-sentence details like that to hang your creative hat on.
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Some of the less spoilery features:

The rumor table. A list of 20 rumors both far-fetched and real. It serves as an excellent intro to giving "quest-clues" to players on what kinds of things their PCs can follow next.

Tips on designing floor plans for man-made structures; great for first-time DMs looking to learn to do things on the fly.

The quick reference tables. Not as helpful as some other tables I've seen, but it was a great idea which came to fruition nowadays in the form of player aids, thanks to the Internet.

In short, it wasn't the best at what it did, but it's the only product I've ever seen to excapsulate all of the essential D&D experience, ALL of it, in 30 pages (28 plus the maps on the inside covers).

Speaking to Rangerwickett: if you ever get a chance to pick one up in a bargain bin somewhere, DO IT. It's an entertaing historical read into the roots of the hobby, in particular the period when the greatest number of Gen-X'ers flowed into the hobby, right around the "D&D is Satanic & Evil" phase. :)
 

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I didn't state it, but my thinking with the question was "What adventure module could you hand someone to read to show them what D&D is?" So, for me, the "We don't play modules," statement really doesn't do anything.

Bullgrit
 


I didn't state it, but my thinking with the question was "What adventure module could you hand someone to read to show them what D&D is?" So, for me, the "We don't play modules," statement really doesn't do anything.
You don't hand someone anything to read to show them what D&D is . . .
 

It's not necessarily one that gets a lot of love around here, but I would have to vote for X1: Isle of Dread. Not only is it a very well written module, but the following features...

1 Mix of wilderness, dungeon and small "town" adventures.
2 Strong mix of roleplay, exploration and combat opportunities.
3 Lots of adventure stubs for potential expansion by the DM, making it possible to turn a relatively small module into a full campaign.
4 Easy to drop into any campaign world.
5 Lots of iconic fantasy tropes (lost world style dino-threats, walled off island interior full of monsters, evil witch doctors, lost treasure, pirates, evil prehistoric fish people, etc.)

... combine to make it one of the most "D&Diest" of the D&D adventures ever IMO.
 

B1 is the iconic underground dungeon modules with tons of help for new DMs.
B2 is flat out awesome for any starter campaign play with all the tropes and design methodologies used throughout almost all pre-d20 D&D.
T1 has a far more flushed out town that B2 and a much smaller dungeon, but there are numerous hooks into other adventures to be sprinkled around it.

I'd say B2 is may favorite for defining D&D though. It included everyone a DM needed to run hours of fun play and came in the boxset rules.
 


B2 The Keep on the Borderlands.

As fantastic and well-loved as B2 is my 'iconic' D&D module has to be X1 Isle of Dread. About as bare-bones (and I mean that in a good way - I want to fill in those details thankyouverymuch! :) )as B2 but the whole island setting with dinosaurs, cannibals, pirates, horrible monsters just screams D&D to me. The Isle has made an appearance in virtually every D&D campaign I have ever run. Heck the thing is sitting right next to me now and its cover (the one with the natives fighting the T-Rex) is the one I think of when thinking of 'iconic' modules.

Although I could put B2 right on the isle....oh that sounds good.
 


B10
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