GamersRest[FNG] wrote:I imagine the main reason why modules like Palace of the Vampire Queen and Dwarven Glory are so valuable is due to thier rarity. My question is, were these actually good adventures to play? This goes for many of the ultra rares. Has anyone on the forum actually used these in a regular game? If so, would you consider them "good" modules? My recollections of some of the early modules (TSR ones at least) was that some were incredibly fun (GDQ, B4, A1-4, I6) and other were just plain silly (B3, B8, S3). I hope to one day get my grubby hands on some of the early works, but my insatiable desire to play would drive me to run one if the quality was decent. ~jeff
killjoy32 wrote:i also did G1-2-3, D1-3 and Q1 - everyone got all the way through and lasted til they got to lolth and all bar one died (the thief ran off) - a thoroughly enjoyable game was had by all there - but that series took almost six months of gaming to conclude.....
dbartman wrote:RPGA1 & 2 were good. R1-R4 were enjoyed too. A lot of it depends on the DMs skills too. With respect to the really rare ones, didn't want to play them but the ones that I have read are similar to the subsequent production releases for the most part, perhaps, a little more rough as would be expected.
johnhuck wrote:killjoy32 wrote:i also did G1-2-3, D1-3 and Q1 - everyone got all the way through and lasted til they got to lolth and all bar one died (the thief ran off) - a thoroughly enjoyable game was had by all there - but that series took almost six months of gaming to conclude.....Is that all? Our GDQ campaign took over 2 years. And didn't get finished. D3 in itself can be a huge campaign. One of the players almost carced it and several characters died along the way!
mbassoc2003 wrote:That's why I like the old stuff, and that's why I like the JG mods as well.
killjoy32 wrote:the last module i DM'd was B4 - the players had a great time of it.
i have DM'd I6 before and managed to kill 1/2 the playing group - but was a fantastic game and the EIGHT players playing thought so too.
i also did G1-2-3, D1-3 and Q1 ...
i DO plan to DM vampire queen tho. i read it up and it sounds cool enough to me. my kinda "rough module". will keep you posted on how it goes....
Badmike wrote:This is an interesting question. I have to chime and and say I feel most of the rares I have read through or gamed are not very good or playable......Most adventures are products of the times. Most adventures older than 25 years old rarely hold up the the realities of expectations from today's gamers (this is representative of most forms of media....comics today are much more complicated, better artwork, more realistic story as those written in the late 70s)......Actually, it's funny you mentioned this, I'm gearing up with my brothers for a "classics" campaign where only "letter" modules can be used (we've did this once before and had a blast)...Mike B.
rosenkav wrote:...Don't blame it on european chauvinism but maybe simply because they have been published after the old TSR ones - I found that the UK published ones were constantly very good - my players loved the UK 4-5-6 (old sage Shalfey from "When a star falls" is one of the current employers of the group I DM) and also the U 1-2-3......From my personal experience I feel that players in general love "open" adventures - like having to interact in a mini-campaign - more than closed, one-course ones, as it was typical of the oldies goldies.How about you?
GamersRest[FNG] wrote:I loved the U series, going to have to move that up on my want list. I also like open games, however my current group "Group Beta" is determined to follow the plot as the GM has outlined it, this means they don't do side quests unless they think thats what the GM wants. It is kind of annoying really, they seem to break the game down to it mechanics, very linear thinking really.~jeff
killjoy32 wrote:well my group are one of them groups that no matter how heavy the hook is that you throw at them, they bloody well miss it and go off doing something else, so what i do, is when i want them to go off onto a module (not one of my own or just world travelling etc), i have about 3 or 4 lined up, so that if they miss the one i want, i can get them into another quite easily....always works for me. if everything fails, then i use some form of "act of god" or some mischevious pixie-types to manipulate them they way i want it