Lanefan
Victoria Rules
As my previous post in this thread was from 2011 (!) I can update it a bit:
Since then I've run about 2/3 homebrew but between that hit some truly excellent published adventures, some of which I'd previously played through and others I'd never touched:
Lost Caverns of Tsojcanth (played but never run)
Dark Tower (never touched)
Castle Amber (played but never run stock, I once wrote and ran a homebrew variant)
Secret of Saltmarsh (never touched)
Maltese Clue (never touched)
Ghost Tower of Inverness (never touched - maybe not the greatest module ever written but we had a big-time blast with it)
Tomb of the Lizard King
In 2011 it appears I'd run G1 and G3 but not G2; since then I've run G1 again (stock) and G2 (stock except using Stone Giants instead of Frost, to suit the surroundings).
Sadly, I've also hit a few published duds. The Gauntlet isn't great, 4e's Marauders of the Dune Sea needed a lot of help over and above simple conversion (the dungeon-y bit has become my go-to example of how not to design a dungeon!), and JG's Druids of Doom needs some serious editing and a complete re-do of its maps.
Old-time Judges' Guild adventures in particular tend to be extremely hit or miss: their best (e.g. Dark Tower, Maltese Clue) just can't be beat while their worst are truly awful; and there's not many in the middle.
Since then I've run about 2/3 homebrew but between that hit some truly excellent published adventures, some of which I'd previously played through and others I'd never touched:
Lost Caverns of Tsojcanth (played but never run)
Dark Tower (never touched)
Castle Amber (played but never run stock, I once wrote and ran a homebrew variant)
Secret of Saltmarsh (never touched)
Maltese Clue (never touched)
Ghost Tower of Inverness (never touched - maybe not the greatest module ever written but we had a big-time blast with it)
Tomb of the Lizard King
In 2011 it appears I'd run G1 and G3 but not G2; since then I've run G1 again (stock) and G2 (stock except using Stone Giants instead of Frost, to suit the surroundings).
Sadly, I've also hit a few published duds. The Gauntlet isn't great, 4e's Marauders of the Dune Sea needed a lot of help over and above simple conversion (the dungeon-y bit has become my go-to example of how not to design a dungeon!), and JG's Druids of Doom needs some serious editing and a complete re-do of its maps.
Old-time Judges' Guild adventures in particular tend to be extremely hit or miss: their best (e.g. Dark Tower, Maltese Clue) just can't be beat while their worst are truly awful; and there's not many in the middle.