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What are your favorite pre-3e D&D/AD&D books.
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<blockquote data-quote="Treebore" data-source="post: 1329833" data-attributes="member: 10177"><p>I6 Ravenloft-This module helped me grow up from "roll" playing to "role" playing and Strahd is still the most feared NPC in any campaign i run. That's IF the group ever figures out who's behind everything.</p><p></p><p>Bloodstone Mine Modules- Taught me how to run a high level game that was still a challenge to the characters. Also brought home the idea that there is always something out there bigger and badder than you are.</p><p></p><p>FR (Forgotten Realms) Taught me to run a game according to my vision, not what is published. Plus the "Chosen of" concept is something i love.</p><p></p><p>Ravenloft Campaign setting: Taught me how to make an overwhelmingly depressing and gritty setting to be fun to play. Made me a better DM and my players much better players.</p><p></p><p>Judges Guild and especially City State of the Invincible Overlord, taught me to let my imagination just run free. The new release is doing it to me all over again!</p><p></p><p>Tomb of Horrors- Taught me character death can be fun.</p><p></p><p>Lich Lords-Taught me even a badly written module can be turned into one of the best modules of all time. Thats why i will buy almost any module, no matter how bad it looks. Thanks Roleaids!</p><p></p><p>Egg of The Phoenix- Taught me what a rich, multi-layered, story could do for a campaign. In other words, the story doesn't have to end with the module. It is much better if it does'nt.</p><p></p><p>Dragons by Role Aids, taught me the value of having a strong, preferably detailed, idea of the physiology and culture of your main monsters. The book itself wasn't very useful, but the idea was great. Proven by all the Ecology supplements that came out years after.</p><p></p><p>The Compleat Alchemist- I still use it.</p><p></p><p>Grim Tooth's Traps- Who knew traps could be so much fun?</p><p></p><p>Best of Dragon Volumes 2 thru 4. I still use a lot of this material as well. Even some of 5, just a little.</p><p></p><p>Dungeon Magazine- For so many memories and helping me learn to put my ideas in a meaningful format.</p><p></p><p>Ed Greenwood- For making me realize how good the game can be.</p><p></p><p>Greyhawk: It is where my gamer self was born. How can you not love home?</p><p></p><p>Faiths and Pantheons: Forcing me to see Clerics as something a lot greater than healing machines. And giving me a format with which to formalize those ideas.</p><p></p><p>Unearthed Arcana: for making me realize you don't have to stick with the "standard" rules.</p></blockquote><p></p>
[QUOTE="Treebore, post: 1329833, member: 10177"] I6 Ravenloft-This module helped me grow up from "roll" playing to "role" playing and Strahd is still the most feared NPC in any campaign i run. That's IF the group ever figures out who's behind everything. Bloodstone Mine Modules- Taught me how to run a high level game that was still a challenge to the characters. Also brought home the idea that there is always something out there bigger and badder than you are. FR (Forgotten Realms) Taught me to run a game according to my vision, not what is published. Plus the "Chosen of" concept is something i love. Ravenloft Campaign setting: Taught me how to make an overwhelmingly depressing and gritty setting to be fun to play. Made me a better DM and my players much better players. Judges Guild and especially City State of the Invincible Overlord, taught me to let my imagination just run free. The new release is doing it to me all over again! Tomb of Horrors- Taught me character death can be fun. Lich Lords-Taught me even a badly written module can be turned into one of the best modules of all time. Thats why i will buy almost any module, no matter how bad it looks. Thanks Roleaids! Egg of The Phoenix- Taught me what a rich, multi-layered, story could do for a campaign. In other words, the story doesn't have to end with the module. It is much better if it does'nt. Dragons by Role Aids, taught me the value of having a strong, preferably detailed, idea of the physiology and culture of your main monsters. The book itself wasn't very useful, but the idea was great. Proven by all the Ecology supplements that came out years after. The Compleat Alchemist- I still use it. Grim Tooth's Traps- Who knew traps could be so much fun? Best of Dragon Volumes 2 thru 4. I still use a lot of this material as well. Even some of 5, just a little. Dungeon Magazine- For so many memories and helping me learn to put my ideas in a meaningful format. Ed Greenwood- For making me realize how good the game can be. Greyhawk: It is where my gamer self was born. How can you not love home? Faiths and Pantheons: Forcing me to see Clerics as something a lot greater than healing machines. And giving me a format with which to formalize those ideas. Unearthed Arcana: for making me realize you don't have to stick with the "standard" rules. [/QUOTE]
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What are your favorite pre-3e D&D/AD&D books.
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