D&D General Why 5E Adventurs Suck!!!!!

DEFCON 1

Legend
Supporter
I think 1e had a lot of great modules. The slavers, White Plume, The Giants, The Drow, even some of the less known ones were decent. It was the heyday of modules in my view. I've not seen that consistency since.

Outside of 1e, B2 was great. B1 could be great if the DM stocked it right.
Heh heh... see, your views on what makes for great modules is a wonderful example to why it's impossible to find any consistency of opinion on this subject... because my views on it look to be the direct antithesis of yours. :)

Like I see the Against The Giants series and all I see are large maps filled with bunches of giants for which there's nothing to do but just to go through and kill them all. Which to me is exactly the kind of of module that I think is the least useful kind-- there's no story, nothing to hang your hat on except fighting. A lot of 4E D&D Insider modules were like that too... the only point was to have a series of battles (or "encounters") against various opponents, with just the barest hint of reasoning behind it. But my desires for a throughline as to why the characters are there and what they are doing (in addition to just fighting monsters) is not something that stands up to a lot of other people's reasoning for using modules.

You are not alone at all in your preferences on what makes for a great module, which is why none of us should ever take anyone else's opinions as gospel or an indication of an objective truth on what a good or bad modules is. All of us wants and needs so many different things from what a module or adventure can give us, that none of us are truly wrong. Every module will have its proponents and detractors.
 
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Emerikol

Legend
Heh heh... see, your views on what makes for great modules is a wonderful example to why it's impossible to find any consistency of opinion on this subject... because my views on it look to be the direct antithesis of yours. :)

Like I see the Against The Giants series and all I see are large maps filled with bunches of giants for which there's nothing to do but just to go through and kill them all. Which to me is exactly the kind of of module that I think is the least useful kind-- there's no story, nothing to hang your hat on except fighting. A lot of 4E D&D Insider modules were like that too... the only point was to have a series of battles (or "encounters" against various opponents, with just the barest hint of reasoning behind it. But my desires for a throughline as to why the characters are there and what they are doing (in addition to just fighting monsters) is not something that stands up to a lot of other people's reasoning for using modules.

You are not alone at all in your preferences on what makes for a great module, which is why none of us should ever take anyone else's opinions as gospel or an indication of an objective truth on what a good or bad modules is. All of us wants and needs so many different things from what a module or adventure can give us, that none of us are truly wrong. Every module will have its proponents and detractors.
yeah a matter of taste cannot be disputed and it can't be said often enough.

I think there was a lot of flavor and lead up to the Giants. The ultimate villains being the Drow. It is a battle fest no doubt. And if you are playing a heavy slow moving game it can be Hell. Fortunately at the time it was either 1e or 2e so the game sped along.

If I'm understanding your preferences better, I think you want more decision points. I just want a good "dungeon".
 

dave2008

Legend
I think 1e had a lot of great modules. The slavers, White Plume, The Giants, The Drow, even some of the less known ones were decent. It was the heyday of modules in my view. I've not seen that consistency since.

Outside of 1e, B2 was great. B1 could be great if the DM stocked it right.
I would have a really hard tome calling White Plume a great adventure. It may be iconic, but great? I guess I haven't really revisited it since we tried to run it back in the 80s, but it was terrible IMO. It was the adventure that turned me off published adventures. It just made no sense to my adolescent self. Though it had a lot of cool things in it that I took inspiration from.
 

Emerikol

Legend
I would have a really hard tome calling White Plume a great adventure. It may be iconic, but great? I guess I haven't really revisited it since we tried to run it back in the 80s, but it was terrible IMO. It was the adventure that turned me off published adventures. It just made no sense to my adolescent self. Though it had a lot of cool things in it that I took inspiration from.
Well I should say "good". It depends on what scale you are using I suppose. It's not bad. It is not my favorite but I DM'd it a few times. It's not bad.
 

Micah Sweet

Level Up & OSR Enthusiast
Heh heh... see, your views on what makes for great modules is a wonderful example to why it's impossible to find any consistency of opinion on this subject... because my views on it look to be the direct antithesis of yours. :)

Like I see the Against The Giants series and all I see are large maps filled with bunches of giants for which there's nothing to do but just to go through and kill them all. Which to me is exactly the kind of of module that I think is the least useful kind-- there's no story, nothing to hang your hat on except fighting. A lot of 4E D&D Insider modules were like that too... the only point was to have a series of battles (or "encounters") against various opponents, with just the barest hint of reasoning behind it. But my desires for a throughline as to why the characters are there and what they are doing (in addition to just fighting monsters) is not something that stands up to a lot of other people's reasoning for using modules.

You are not alone at all in your preferences on what makes for a great module, which is why none of us should ever take anyone else's opinions as gospel or an indication of an objective truth on what a good or bad modules is. All of us wants and needs so many different things from what a module or adventure can give us, that none of us are truly wrong. Every module will have its proponents and detractors.
The best adventures for any edition are the ones that have good maps and ideas I can steal for my honebrew.
 

mikeburke

Tarrasquesque
I find these “XYZ sucks!!!! Just kidding, but I got your attention” posts super tiresome.

Is it really necessary to use trollish subject lines just to get “engagement” on this forum? It’s the enworld equivalent of a YouTube thumbnail with an outraged face and a big red arrow pointing to an arbitrary pixel saying “DON’T DO THIS!!’

I’m a relative newbie but I have really appreciated the maturity of conversation generally relative to other places discussing D&D
 

payn

I don't believe in the no-win scenario
I find these “XYZ sucks!!!! Just kidding, but I got your attention” posts super tiresome.

Is it really necessary to use trollish subject lines just to get “engagement” on this forum? It’s the enworld equivalent of a YouTube thumbnail with an outraged face and a big red arrow pointing to an arbitrary pixel saying “DON’T DO THIS!!’

I’m a relative newbie but I have really appreciated the maturity of conversation generally relative to other places discussing D&D
Hi, welcome. I see you have met Zardnaar.
 



TwoSix

Master of the One True Way
I find these “XYZ sucks!!!! Just kidding, but I got your attention” posts super tiresome.

Is it really necessary to use trollish subject lines just to get “engagement” on this forum? It’s the enworld equivalent of a YouTube thumbnail with an outraged face and a big red arrow pointing to an arbitrary pixel saying “DON’T DO THIS!!’

I’m a relative newbie but I have really appreciated the maturity of conversation generally relative to other places discussing D&D
The median regular poster here is old, but probably not mature. :)
 

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