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What published module have you run or played the most?
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<blockquote data-quote="Stormonu" data-source="post: 8242044" data-attributes="member: 52734"><p>I6 - Ravenloft; I’ve run it at least five times, if not more. I don’t run it for every campaign, just those who A) agree to try it out and B) those who’ve gotten cocky. It is by far my favorite adventure. I even ran it one time with I10 - Griffon Hill with the characters switching “randomly” between locations and had a blast with it.</p><p></p><p>S2 - White Plume Mountain; at least 3 times, several more attempts where the PCs backed out or died. The mix of puzzles and combats is entertaining.</p><p></p><p>B2 - Keep on the Borderlands (classic good times).</p><p></p><p>U1-3 - been on both sides of the DM screen for this, they are excellent adventures, though U2 is a bit weak and can be solved in 5 minutes by PCs who are on their toes and not the type to fight first and talk never.</p><p></p><p>I’ve run many other older modules, but usually only once - I like variety and running the same thing over and over just isn’t my style. </p><p></p><p>A1–A4 - Slavelords (a blast, but A4 was rough on the players)</p><p>Q1 - Queen of the Demonweb Pits (too easy to get sidetracked by the world portals, the Demonweb map itself is too “lawful”, if you can get to the Lolthship, it gets cool though)</p><p>S1 - Tomb of Horrors (not fun for the PCs, but it makes a DM cackle)</p><p>C1 - Hidden Shrine of Tamoachan (weird, but fun)</p><p>B4 - The Lost City (didn’t comprehend the cult interplays when I originally ran it, I think it would play much better now that I understand it’s more of a diplomatic than hack’n’slash/exploration module)</p><p>X1 - Isle of Dread (RAW it’s impossible to reach the island before your ship sinks, have to do a lot of off-the-cuff adventure creation)</p><p>X2 - Castle Amber (a bit too much of a funhouse, but the manor idea is great; Castle Amber is a bit better)</p><p></p><p>I’ve attempted several other modules as well, but they were often abandoned before I got to complete them. The one I’ve tried several times to start and just couldn’t get anywhere (and that frustrates me) is DL1 - Dragons of Despair.</p><p></p><p>Night of the Walking Dead has great potential (the initial town investigation portion needs some work and often a DM’s guiding hand), and works well outside of Ravenloft as well as in.</p><p></p><p>I haven’t run but have greatly enjoyed partaking as a player of the L series, especially Assassin’s Knot.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8242044, member: 52734"] I6 - Ravenloft; I’ve run it at least five times, if not more. I don’t run it for every campaign, just those who A) agree to try it out and B) those who’ve gotten cocky. It is by far my favorite adventure. I even ran it one time with I10 - Griffon Hill with the characters switching “randomly” between locations and had a blast with it. S2 - White Plume Mountain; at least 3 times, several more attempts where the PCs backed out or died. The mix of puzzles and combats is entertaining. B2 - Keep on the Borderlands (classic good times). U1-3 - been on both sides of the DM screen for this, they are excellent adventures, though U2 is a bit weak and can be solved in 5 minutes by PCs who are on their toes and not the type to fight first and talk never. I’ve run many other older modules, but usually only once - I like variety and running the same thing over and over just isn’t my style. A1–A4 - Slavelords (a blast, but A4 was rough on the players) Q1 - Queen of the Demonweb Pits (too easy to get sidetracked by the world portals, the Demonweb map itself is too “lawful”, if you can get to the Lolthship, it gets cool though) S1 - Tomb of Horrors (not fun for the PCs, but it makes a DM cackle) C1 - Hidden Shrine of Tamoachan (weird, but fun) B4 - The Lost City (didn’t comprehend the cult interplays when I originally ran it, I think it would play much better now that I understand it’s more of a diplomatic than hack’n’slash/exploration module) X1 - Isle of Dread (RAW it’s impossible to reach the island before your ship sinks, have to do a lot of off-the-cuff adventure creation) X2 - Castle Amber (a bit too much of a funhouse, but the manor idea is great; Castle Amber is a bit better) I’ve attempted several other modules as well, but they were often abandoned before I got to complete them. The one I’ve tried several times to start and just couldn’t get anywhere (and that frustrates me) is DL1 - Dragons of Despair. Night of the Walking Dead has great potential (the initial town investigation portion needs some work and often a DM’s guiding hand), and works well outside of Ravenloft as well as in. I haven’t run but have greatly enjoyed partaking as a player of the L series, especially Assassin’s Knot. [/QUOTE]
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