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What are the new 'Classics'?
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<blockquote data-quote="SoldierBlue" data-source="post: 5705944" data-attributes="member: 57440"><p>"<em>There aren't any. To be a classic, a module needs an enduring level of popularity, but the market for modules is now so diverse that almost no modules can achieve the required level of exposure, never mind retain it."</em></p><p> </p><p>Hmmmm...this may be true. A splintered player base may mean that, by definition, there are no classics in the offing, because we aren't all engaged in the same shared experience we would be if we more or less played the same system.</p><p> </p><p>And perhaps I titled the thread wrong; by its nature a 'classic' needs to have been around a while, so perhaps the title "Mods that are GOING to be classics" would have been more appropriate...</p><p> </p><p><strong>BUT</strong>, there appears to be some consensus. To paraphrase (and to add my own two cents), in no particular order, nominations for classics of the new millenium so far <em>might</em> be (in no particular order):</p><p> </p><p>- Return to Temple of Elemental Evil (I second this one - everyone knows about the plug in the fountain and the grell, etc, etc,etc...)</p><p> </p><p>- Sunless Citadel, if only it was one of the first 3e mods, and everyone seemed to play it (cut down the tree!)</p><p> </p><p>- Shackled City - first Dungeon AP, although the links between the mods were tenuous, at best.</p><p> </p><p>- Red Hand of Doom - epic. Like the 'War and Peace' of our hobby (or at least the 'Star Wars'...).</p><p> </p><p>- Whispering Cairn - first mod in the second Dungeon AP, Age of Worms. Good on its own; great in how it presages the campaign to come...</p><p> </p><p>- Burnt Offerings - made goblins scary again (or at least made them memorable/notorious again...).</p><p> </p><p>- Stolen Land - first mod in the Kingmaker AP. Early days for this one; it came out in Spring 2010, but I think it will resonate through the ages...</p><p> </p><p> </p><p> </p><p>-</p></blockquote><p></p>
[QUOTE="SoldierBlue, post: 5705944, member: 57440"] "[I]There aren't any. To be a classic, a module needs an enduring level of popularity, but the market for modules is now so diverse that almost no modules can achieve the required level of exposure, never mind retain it."[/I] Hmmmm...this may be true. A splintered player base may mean that, by definition, there are no classics in the offing, because we aren't all engaged in the same shared experience we would be if we more or less played the same system. And perhaps I titled the thread wrong; by its nature a 'classic' needs to have been around a while, so perhaps the title "Mods that are GOING to be classics" would have been more appropriate... [B]BUT[/B], there appears to be some consensus. To paraphrase (and to add my own two cents), in no particular order, nominations for classics of the new millenium so far [I]might[/I] be (in no particular order): - Return to Temple of Elemental Evil (I second this one - everyone knows about the plug in the fountain and the grell, etc, etc,etc...) - Sunless Citadel, if only it was one of the first 3e mods, and everyone seemed to play it (cut down the tree!) - Shackled City - first Dungeon AP, although the links between the mods were tenuous, at best. - Red Hand of Doom - epic. Like the 'War and Peace' of our hobby (or at least the 'Star Wars'...). - Whispering Cairn - first mod in the second Dungeon AP, Age of Worms. Good on its own; great in how it presages the campaign to come... - Burnt Offerings - made goblins scary again (or at least made them memorable/notorious again...). - Stolen Land - first mod in the Kingmaker AP. Early days for this one; it came out in Spring 2010, but I think it will resonate through the ages... - [/QUOTE]
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