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What are the worst classic D&D adventure modules?
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<blockquote data-quote="MortonStromgal" data-source="post: 5172303" data-attributes="member: 76231"><p>Depends on how you run it, if you give the staff to a PC as back-story (rather than run it with an npc) you can run it 100 different times and never have the PCs do the same thing. The first 3 DL aren't nearly as bad IMHO as the later ones. I think DL1 railroad can be boiled down to 1. poor layout, 2. having a character in the book that is either played by a PC or NPCed that is crucial to the story when you could have easily given the item to any PC character with a paragraph of backstory on how they got the item.</p><p></p><p>[edit] DL 1 should have been summed up as give this item to a PC, they remember X much about how they got it from some temple but dont know the details, wondered around in a delirious state for awhile. Then go into details about how to track the army movements and what it means for each town (this is actually in the book but written in a choose your own adventure style rather than in a way the GM can handle it). Now have people after the staff and eventually figure out they have to take the item back to the temple. Thats really the story, where do we need to go because they are after us and how do we get there, meanwhile the armies take over more and more friendly areas that might lead to their capture and the staff going into the hands of the enemy.</p></blockquote><p></p>
[QUOTE="MortonStromgal, post: 5172303, member: 76231"] Depends on how you run it, if you give the staff to a PC as back-story (rather than run it with an npc) you can run it 100 different times and never have the PCs do the same thing. The first 3 DL aren't nearly as bad IMHO as the later ones. I think DL1 railroad can be boiled down to 1. poor layout, 2. having a character in the book that is either played by a PC or NPCed that is crucial to the story when you could have easily given the item to any PC character with a paragraph of backstory on how they got the item. [edit] DL 1 should have been summed up as give this item to a PC, they remember X much about how they got it from some temple but dont know the details, wondered around in a delirious state for awhile. Then go into details about how to track the army movements and what it means for each town (this is actually in the book but written in a choose your own adventure style rather than in a way the GM can handle it). Now have people after the staff and eventually figure out they have to take the item back to the temple. Thats really the story, where do we need to go because they are after us and how do we get there, meanwhile the armies take over more and more friendly areas that might lead to their capture and the staff going into the hands of the enemy. [/QUOTE]
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