What Published Modules Have You Run or Played Multiple Times?

THE ELLIS AFFAIR
by Lisa J. Steele. Great set pieces, easy to improvise in fate or expand/skip parts.

Nine Lives in the Fast Lane by David Kizzia.
Fun, funny, game-able central premise for a comedy adventure.
 

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Have you played any published scenarios more than once? Which one(s)? Why? How did your experience change? What did you do about "out of character knowledge"?
The first time I played the original Ravenloft I-6 module was back in 1988 and we used GURPS. A few years later I played it again using AD&D 2nd edition. I was very new to RPGs in 1988, and I'm not sure I remembered a whole lot about Ravenloft by the time I playted it again in the early 90s. Since that time, I have run Ravenloft numerous times, including adapting it for Deadlands, and I pretty much know my way around the castle. I don't need a map.
 

As a player there is one module I have played in twice in over 40+ years of playing. The Sunless Citadel. Different setup, different experience, different editions running the same 3e module, no real big secret or deep familiar knowledge conflicts for me.

I played in 3e pbp game of it on here that ended with a TPK because we were pushing to rescue people and so did not withdraw and rest up for a day to 5MWD and level up and got creamed by a BBEG. I played a crusading nature champion druid and had fun until the anticlimactic end. Years later I played in a 4e game with my young son and one of my nieces and my brother ran it in 4e as it was his go to run something on the spot module from having run the Citadel a bunch for multiple groups in the past and he enjoyed it and its backstory. I was mostly there as a warlord to support the kids with boosts so they could protagonist fight spotlight as strikers. Then their evil characters decided to openly plot my demise after we got the big loots so they would only split it two ways instead of three. But I got their evil characters to go along with me to fight bad guys for greed reasons and then they latched onto Meepo and the white dragon and never got around to actually killing me. Lots of fun.
 

I don't think I've ever played a specific adventure more than once. I have, however, both played and DMed some - namely Curse of Strahd and Storm King's Thunder. I also played through the Oracle of War Eberron campaign and have since used one of the individual adventures in my episodic Eberron campaign and will be using another as my next episode!

I have also DMed a few adventures more than once - specifically Scourge of the Sword Coast and Tomb of Annihilation.

I would love to run Curse of Strahd, Storm King's Thunder, and maybe even Tyranny of Dragons again. I am contemplating running Vecna: Eve of Ruin for both of my groups (one would be an FR-centric follow-up to The Wild Beyond the Witchlight, while the other will be an Eberron-only version for my Eberron campaign, with Vol standing in for Vecna and Kaius standing in for Kas).
 


N4 - Treasure Hunt - I've run it as a 1e module, converted it to BECMI, converted it to 3rd edition, and converted it to 5th edition; each time, it was done for a group of new players (though in a couple of cases this was done in a "guest DM/teach a group to play" role where I did not continue DMing but the group launched their own campaigns afterward).

Every time, the players loved it and had a lot of memorable moments that I still hear about from them years later. Can't really run it anywhere but a "starting a campaign" or a "one shot" since the setup of the module is very railroady.
 

Sounds like it should be a game about a bunch of car-driving cats who've gotten loose on the freeway, no doubt inspired by those old Toonces skits on SNL.
Well, kind of.
The game takes place at the beautiful Tenderhook Hotel, one of the swankiest hotels in the City. The players have been hired by Larry Shoemaker, the touring manager of the Buzzards to watch over their bad boy guitarist, “Crazy” Joe Ladd.
Joe keeps dying.

BUT!
For whatever reason, Joe simply doesn’t die because of his bad behavior. Joe will eventually wake up, stagger to the nearest minibar, and have a Tequila Sunrise.
 

I am actually most interested in what modules you have been a player for more than once, but GMing is valid here too.
Been a player for more than once, not counting solo play?
  • the Moldvay rulebook adventure. 3 times.
  • GDQ twice each
Solo Play more than once:
  • Classic Traveller:
    • Dbl Adv 2 (both): Mission On Mithral/Across the Bright Face
    • Dbl Adv 4 side b: Marooned Alone
  • Tunnels & Trolls:
    • Caravan to Tiern
    • City of Terrors
    • about 8 others I can't remember the titles of
  • The Fantasy Trip
    • Grail Quest
    • Master of the Amulets
    • Unicorn Gold
    • Treasure of the Silver Dragon
  • TSR's Villains on Volturnus.
GM'd more than once:
  • Classic Traveller
    • The Traveller Adventure
    • Adv 0: The Imperial Fringe
    • Adv 8: Prison Planet
    • Dbl Adv 1 side b: Shadows
    • Dbl Adv 4 side a: Marooned
  • Warhammer FRP (1e)
    • The Enemy Within campaign
    • Something Rotten in Kislev (it came with TEW in the physical bundle
    • Doomstones 1-4
    • La Maisontaal
  • D&D/AD&D
    • GDQ
    • White Plume Mountain
  • Prime Directive 1e
    • Graduation Exercise
    • Uprising
    • two small ones in Prime Adventures 1 (note that PA2 was never published)
    • The corebook sample mission
    • the mission in SFB Module T
  • Mouse Guard
    • Both corebook adventures.
  • FASA Star Trek: The Role-Playing Game
    • Graduation Day
    • 1E core rules sample adventure
  • Star Trek Adventures
    • Adrift
    • Decision Point
    • Doomed to Repeat the Past
    • Convoy SE-119
  • ALIEN: Cinematic Starter
  • Star Wars (FFG)
    • Edge Starter
    • AoR Starter
    • F&D: Chronicles of the gatekeeper (1× Closed beta, 1× Released version)
  • FFG L5R: Starter Set
  • Sentinel Comics Starter Set
  • The One Ring 1e
    • Don't Leave The Path (In Tales from Wilderland)
    • The Marsh Bell (In core)
  • Feng Shui 2: the Free RPG Day (2015?) module.
 

So it’s worth saying that I wouldn’t run a module for a player that has played the module before. There are plenty of modules out there and I prefer not to have spoilers. One exception is one of our players who I’ve been playing with for 25 years, is in a few of our groups and has a terrible memory. In his case I might borrow elements from another.

As for DMing
I’ve ran Enemy Within 3 times - the original, once in Pathfinder Epic6 and once in WFRP 4e (it’s that good)
I’ve ran Way of the Wicked 3 times - in various Pathfinder, 5e and now WFRP 4e
I’ve ran Dragonheist twice - and loved both!
I’ve ran Kingmaker twice - once in Pathfinder and once in 5e
I’ve run Curse of Strahd twice - enjoyed both.

Some modules just have real umph and a worth a replay.
 

Sinister Secret of Saltmarsh. I've run that so many times and did my own conversions to other editions long before WotC created the 5th edition version (which, ironically, I use for all the other adventures, after converting back to 4th).
I have a short run that I use to introduce players for 4th and allow characters who don't know each other to form a team on the fly, as skeletons erupt from a memorial statue, and the players have to save as many townspeople as they can, then team up to track down the malicious necromancer in his lair. Players get to know how their characters work, get to know basic 4E mechanics, and get to explain why they are tunneling up out from a graveyard.
 

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