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What are the worst classic D&D adventure modules?
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<blockquote data-quote="Lanefan" data-source="post: 5174110" data-attributes="member: 29398"><p>Worst TSR modules I've ever had the (dis)pleasure of running and-or playing in:</p><p></p><p>1. Night's Dark Terror. Some of the set-piece battles are fine, but the threads that hold it all together are tenuous at best and easily missed by the players - and the DM, unless her reading and comprehension skills are very very good. My party, after losing enough people to turn over its entire membership twice, packed it in before ever reaching the Lost Valley bit and went elsewhere.</p><p></p><p>2. To Find a King and the companion one (I forget the name) that comes after it. These two modules are actually a series of 8 little vignette-size adventures that get really boring after about the first two. That said, the very last 'otherworld' bit holds some merit - my suggestion would be to pluck it out and use it somewhere else.</p><p></p><p>3. About a tie between Dragons of Winter Ice (what are minotaurs, a sub-tropical species, doing living in the high arctic???) and any of the single-player ones (Forest Oracle, Elven Quest, etc.)</p><p></p><p>But if you want to really step into the badness, turn away from TSR and check out some of the stuff Judges' Guild was putting out in that era. With TSR, it was generally a matter of finding and avoiding the relatively few bad ones. With JG is was like panning for gold in a muddy river - usually, all you got was mud. But even if you found gold (and half a dozen or so of their modules are at least vaguely decent e.g. Tower of Ullision, Maltese Clue) it'd usually still need a complete rewrite before you could play it.</p><p></p><p>Lan-"there was a lot of mud"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5174110, member: 29398"] Worst TSR modules I've ever had the (dis)pleasure of running and-or playing in: 1. Night's Dark Terror. Some of the set-piece battles are fine, but the threads that hold it all together are tenuous at best and easily missed by the players - and the DM, unless her reading and comprehension skills are very very good. My party, after losing enough people to turn over its entire membership twice, packed it in before ever reaching the Lost Valley bit and went elsewhere. 2. To Find a King and the companion one (I forget the name) that comes after it. These two modules are actually a series of 8 little vignette-size adventures that get really boring after about the first two. That said, the very last 'otherworld' bit holds some merit - my suggestion would be to pluck it out and use it somewhere else. 3. About a tie between Dragons of Winter Ice (what are minotaurs, a sub-tropical species, doing living in the high arctic???) and any of the single-player ones (Forest Oracle, Elven Quest, etc.) But if you want to really step into the badness, turn away from TSR and check out some of the stuff Judges' Guild was putting out in that era. With TSR, it was generally a matter of finding and avoiding the relatively few bad ones. With JG is was like panning for gold in a muddy river - usually, all you got was mud. But even if you found gold (and half a dozen or so of their modules are at least vaguely decent e.g. Tower of Ullision, Maltese Clue) it'd usually still need a complete rewrite before you could play it. Lan-"there was a lot of mud"-efan [/QUOTE]
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