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Worst D&D adventure of all time?
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 2518430" data-attributes="member: 11760"><p>You're nuts. That's a great little module and it introduced one of the few really useful and interesting new categories out outsiders. (Which are strangely absent from 3E, so maybe I'm alone in loving them.)</p><p></p><p>I'd say "Castle Greyhawk," the attempt to repair the damage, "Greyhawk Ruins" (the prize at the bottom of the package/dungeon should not be a tie-in to SPELLJAMMER!) and the other allegedly Greyhawk modules around the same time.</p><p></p><p>EDIT TO TELL WHY:</p><p>1) "Castle Greyhawk": After nine or so years, the payoff to finally getting Castle Greyhawk in print was ... a comedy module? A bad one at that? No. A thousand times, no. Imagine, during the 2E era, if TSR had released a second set of Undermountain levels, but this time based on old Abbott and Costello movies, and that was about the reaction from most D&D fans regarding this module.</p><p></p><p>2) "Greyhawk Ruins": Allegedly the serious module to fix the psychic damage done by the previous module, this was an incredibly generic, at best, module that happened to sit in the most hallowed spot in the AD&D world. It was so generic, in fact, that it was used to hook into whatever else TSR was pimping at that point, including other settings, culminating in a spelljamming helm and ship being the ultimate prize in the dungeon that should have been knee-deep in D&D history.</p><p></p><p>3) The other modules at this time were as bad as any professionally published module ever. They didn't make sense, they weren't even remotely balanced and, most importantly, they were boring. If they didn't say "Greyhawk" at the top, no one would have picked them up. They genuinely come off as some sort of passive-aggressive attempt to justify dropping the Greyhawk line. That's idiotic, I know, but it's hard to come up with a reason they exist otherwise.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 2518430, member: 11760"] You're nuts. That's a great little module and it introduced one of the few really useful and interesting new categories out outsiders. (Which are strangely absent from 3E, so maybe I'm alone in loving them.) I'd say "Castle Greyhawk," the attempt to repair the damage, "Greyhawk Ruins" (the prize at the bottom of the package/dungeon should not be a tie-in to SPELLJAMMER!) and the other allegedly Greyhawk modules around the same time. EDIT TO TELL WHY: 1) "Castle Greyhawk": After nine or so years, the payoff to finally getting Castle Greyhawk in print was ... a comedy module? A bad one at that? No. A thousand times, no. Imagine, during the 2E era, if TSR had released a second set of Undermountain levels, but this time based on old Abbott and Costello movies, and that was about the reaction from most D&D fans regarding this module. 2) "Greyhawk Ruins": Allegedly the serious module to fix the psychic damage done by the previous module, this was an incredibly generic, at best, module that happened to sit in the most hallowed spot in the AD&D world. It was so generic, in fact, that it was used to hook into whatever else TSR was pimping at that point, including other settings, culminating in a spelljamming helm and ship being the ultimate prize in the dungeon that should have been knee-deep in D&D history. 3) The other modules at this time were as bad as any professionally published module ever. They didn't make sense, they weren't even remotely balanced and, most importantly, they were boring. If they didn't say "Greyhawk" at the top, no one would have picked them up. They genuinely come off as some sort of passive-aggressive attempt to justify dropping the Greyhawk line. That's idiotic, I know, but it's hard to come up with a reason they exist otherwise. [/QUOTE]
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