sevenbastard
Legend
Enemy Within: it has such a strong reputation. I bought the reissued hardback a few years ago but refuse to read them hoping I will get a chance to play.
The stygian library isn't an adventure module- it's more of a setting book with random charts. As a fan of Discworld L-Space I enjoy it!I’ve run and played Strahd. Run and played Keep what seems like a dozen times. Run and played Sailors, it’s absolutely great.
I generally run homebrew and sandbox games, but Horror and Masks are on my list. Willowby Hall as well. The absolute top of my list is WFRP’s The Enemy Within. Stone cold classic that I’d love to either play or run. I keep hearing people mentioning running it with Dragonbane lately. Might have to look into that. Speaking of, The Secret of the Dragon Emperor and Path of Glory for Dragonbane look great. Especially Emperor. It’s the sandbox of location-based mini modules included in the Core Set. And thanks to Whizbang, The Stygian Library.
I'd definitely call the Stygian Library an adventure. It's a dungeon crawl, just that the procedure for generating the dungeon happens on the fly. Works great for a one shotThe stygian library isn't an adventure module- it's more of a setting book with random charts. As a fan of Discworld L-Space I enjoy it!
I backed the 3E Kingdom of the Ghouls as well, but never ran it. I'm running Empire of the Ghouls in 5E now, but man, is it a lot of work to extract from Midgard. It literally took me weeks of figuring out how to do some of the crazier stuff, like the above-ground kingdom of vampires, that are critical to the plot. I've moved it to the world where Ptolus exists and have used it to flesh out areas beyond Ptolus that are only lightly sketched in that setting book.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.
One can definitely return to it and use it as a setting element -- a clever group of adventurers will probably want to, in fact -- but yeah, it's definitely a dungeon, especially the first time it's encountered.I'd definitely call the Stygian Library an adventure. It's a dungeon crawl, just that the procedure for generating the dungeon happens on the fly. Works great for a one shot
There is also a 3.0 Avalanche Press module I want to run, the Norse one with the terrible archer cover (Doom of Odin?) that has one of the best trap setups I have seen for gaming in over 40 years of playing and DMing.
I remember being happy with it as a trap model that could engage players well, though it is over 20 years since I read the module.As someone who hasn't read it, what makes the trap so good? Spill the tea!
As to the rest of your post, I ran or played in several of those you listed. Eaves of Mirkwood for Adventures in Middle Earth was a full-blown campaign in which I was a player. It was very good, although the DM had to heavily supplement it with their own content given that by itself it's rather skeletal.