Based on the sample size of, like, 3 here, I’m going to pick on Red Hand of Doom as an example of an adventure that gets read and raved about far more than it gets played. (And hey, I’m one of the people raving about it!) You read these amazing adventures with cool hooks, memorable villains, set pieces that make you sit back and fantasize about how they’ll play out at the table — and all that makes you list it on your Top Things I Want To Play/Run Someday.
Years ago, someone (James Jacobs? Erik Mona?) wrote here on ENW that publishers like WOTC or Paizo are well aware that a lot of adventures never get run, but can still be popular as reading material for GMs. So they look for adventures in that vein to publish.
To that end it might be helpful to kinda crowdsource some educated opinions on the “reads well” nominees to see what actual play was like. Here goes….
Keep on the Borderlands: granted it has been decades, and my group (including me) at the time didn’t buy into the OSR thought-process.
It’s an adventure that requires a serious amount of self motivation from the players: in a game-y way (“We’re on this adventure because this is the game.”) or in a thespian way (“My cleric has a holy mission to destroy evil monsters!” / “My magic-user is obsessed with uncovering knowledge in creepy caves, past the point of reason.”) — but something to “keep” them engaged.
And/Or, the DM has to do a ton of work to set up compelling hooks and to make the Keep/Caves respond in compelling ways
That said, this is one of the ur-texts of D&D (and thus, of all RPGs) and probably worth experiencing for that reason alone.
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Empire of the Ghouls: as a backer of this project, before we had true crowdfunding, I really really wanted this to be a success at the table. Unfortunately it went over like a lead balloon for, I think, two reasons:
(1) 3e rules. My group and I were at the point that we felt the heaviness of the rules interfered with our ability to enjoy the game, but we didn’t have any good alternatives at the time, so we forced ourselves to press on. This meant that both on the player side and the DM side, combat in particular became a slog and something we dreaded. Which took away any enjoyment from the lovingly crafted ghoulish encounters.
(2) Lack of context. Only I, the DM, was aware of the history being invoked by the adventure. So only I could appreciate it.
i think (1) is solvable (use a better / more fun rule set) but requires significant work. I think (2) is a major problem with the entire RPG hobby and I won’t presume to know how to solve it here.
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Masks of Nyarlathotep: as a player, I can say this fell apart for two reasons, one of which will not surprise anyone (I don’t think) and that is…
(1) Rules. Oh boy. The BRP rules are… well they’re some rules. To plagiarize myself from a long ago discussion, it’s like using a TI-88 calculator in 2025. Yes, the buttons still work and the arithmetic still works, but why would you do that to yourself when there are so many better tools available now?
For our group, the rules actively detracted from our enjoyment of the game. Characters felt bumblingly incompetent, especially in combat (which, granted, isn’t a big thing but isn’t entirely NOT a thing, in COC). Anything beyond “search the room for clues” required us to engage with sub-systems that felt painful to implement (chases in particular).
So again, maybe a better or at least smoother ruleset can save this.
(2) The second reason: way too slow of a build up. For an adventure with Masks and Nyaralthotep right in the title, we experienced neither before we gave up. I will partly blame the GM for his dogged insistence to run ever. Single. Encounter. In the preamble and the journey and whatever else was going on before any Nyaralthotep-y goodness.
But how much is that the GM’s fault alone? If the adventure needs to cut to the good stuff to be… good, then write the adventure that way, please.
I will also partly blame a major case of something Robin Laws identified back in the day: the players were in a cloud of uncertainty and doubt with no clear direction, which caused us to eventually throw up our hands and say “Who cares? I guess Nyaralthotep wins and the world is screwed. Oh well. What other game can we play now?”
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Hope these capsule “actual play” anecdotes are helpful to anyone who ends up playing/running these adventures. They were, at least, memorable!