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What are the worst classic D&D adventure modules?
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<blockquote data-quote="Joshua Randall" data-source="post: 5172293" data-attributes="member: 7737"><p><strong><u>Noncontroversial choices: </u></strong></p><p></p><p><strong>The Forest Oracle</strong>. It's badly written, incoherent in some places, and it introduces a new monster that is basically... a pig. That's right; you're a heroic adventurer and you're fighting Wilbur from Chalotte's Web.</p><p></p><p><strong>Dragonlance Adventures</strong>. Sorry, but these are crap. Anything that takes all agency out of the players' hands in favor of basically reading them a story is so counter to what makes D&D fun that it actually makes me angry.</p><p></p><p><strong><u>Edgy, postmodern choices:</u></strong> </p><p></p><p><strong>Tomb of Horrors </strong>epitomizes all that was wrong with early D&D. Namely, total arbitrariness, blatant (and encouraged) DM vs. player antagonism, and overreliance on traps. On the plus side, nice pictures to show the players.</p><p></p><p><strong>Keep on the Borderlands</strong> is not an adventure. It's just a map of a keep and some caves, and it leaves the DM to do the work of filling in the details. And there's no actual problem for the PCs to solve. Probably a big hit among the [-]aimless wandering around[/-] sandbox crowd, but utterly boring to my tastes.</p><p></p><p><strong><u>One that I love and hate at the same time:</u></strong></p><p></p><p><strong>Egg of the Phoenix</strong> is a series of awesome, creative vignettes and set-pieces interspersed among a terrible, convoluted, and railroady plot. It commits sins like making certain NPCs unkillable, and forcing the PCs to become passive bystanders as the more powerful NPCs actually do stuff. But it also has the virtues of incredibly cool locations (the tiny graveyard planet that is orbited by a sentient, evil moon) and innovative dungeon design (the timed foray into a vampire's lair to steal several potions of dragon control before they can be used against the PCs' silver dragon allies). Mine it for ideas, but don't ever try running it.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 5172293, member: 7737"] [B][U]Noncontroversial choices: [/U][/B] [B]The Forest Oracle[/B]. It's badly written, incoherent in some places, and it introduces a new monster that is basically... a pig. That's right; you're a heroic adventurer and you're fighting Wilbur from Chalotte's Web. [B]Dragonlance Adventures[/B]. Sorry, but these are crap. Anything that takes all agency out of the players' hands in favor of basically reading them a story is so counter to what makes D&D fun that it actually makes me angry. [B][U]Edgy, postmodern choices:[/U][/B] [B]Tomb of Horrors [/B]epitomizes all that was wrong with early D&D. Namely, total arbitrariness, blatant (and encouraged) DM vs. player antagonism, and overreliance on traps. On the plus side, nice pictures to show the players. [B]Keep on the Borderlands[/B] is not an adventure. It's just a map of a keep and some caves, and it leaves the DM to do the work of filling in the details. And there's no actual problem for the PCs to solve. Probably a big hit among the [-]aimless wandering around[/-] sandbox crowd, but utterly boring to my tastes. [B][U]One that I love and hate at the same time:[/U][/B] [B]Egg of the Phoenix[/B] is a series of awesome, creative vignettes and set-pieces interspersed among a terrible, convoluted, and railroady plot. It commits sins like making certain NPCs unkillable, and forcing the PCs to become passive bystanders as the more powerful NPCs actually do stuff. But it also has the virtues of incredibly cool locations (the tiny graveyard planet that is orbited by a sentient, evil moon) and innovative dungeon design (the timed foray into a vampire's lair to steal several potions of dragon control before they can be used against the PCs' silver dragon allies). Mine it for ideas, but don't ever try running it. [/QUOTE]
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