Xaxaxe wrote:Which I'm guessing would probably be reflected if this survey were being conducted at Dragonsfoot or some other general interest D&D-related site. However, the survey is being conducted here, at The Acaeum, a site which lists the following on its information page:"What You'll Find Here:Indexes of all Dungeons & Dragons items produced by TSR up through roughly 1989.""What You Won't Find Here:Much information at all on items produced 1990 and later."I realize there's some edition crossover in the dates mentioned there, but it's more than obvious that this is a D&D- and AD&D 1e-centric site. The results you're seeing are less a result of "snobbishness" than a result of where the survey is being conducted.
Afrika Corps wrote:Im not trying to pick bones with any of you all but... the list seems to be a lil snobbish or maybe just fixed in a trance of nostalgia.. many of the earlier 1st edition mods were not that good, in fact they were rather crude and simplistic.
killjoy32 wrote:couldnt have said it better myself.
killjoy32 wrote:well that aside either way, if i WAS including all the 2E gear, about the only 2E item i really liked was a paladin in hell. the rest i wasnt fussed with, so being "snobbish" or not, my list would most likely be the same. simple as.Al
The Collector's Trove wrote:Howdy,I think that is an easy assumption to make: old = outdated/inferior and new = improved/better.So the formula for those older modules works and is a better tool for DM's than newer "better" modules. Even modules made in their image sell better! Goodman games is a perfect example of someone trying to emulate the old school modules and finding it is extremely popular. Why?
Badmike wrote: While many of the earliest modules suffered because of little explanatory or background text, today's adventure supplements are unfortunately buried ina surfeit of what is surely TOO MUCH INFORMATION!!! I find most of today's modules/supplements unusable simply because wading through so much "informative" text that is instead superfluous exhausts me. It's like all today's "game designers" have to show off their big brains and pad a perfectly good 20 page adventure to 50 pages lest they be thought slackers (don't even get me started on the what is probably excellent material now being published in $100+ boxed sets and 50 lb hardbacks.....)
Beyondthebreach wrote:and no S2 White Plume Mountain (hated it - sorry Xaxaxe! )
bclarkie wrote:Okay, the Dungeon Magazine 30 greatest adventures of all time thread got me thinking. Let's compile our own Official Acaeum version of the Top 30 adventures of all time. I know that we picked our Top 10 adventure awhile back, but lets make this official like. There only 3 rules to this list: 1) Everyone gets to pick his/her own Top 20 modules. Anymore than twenty will not be counted.
Badmike wrote:1. T1 Village of Hommlet2. B1 In Search of the Unknown3. L1 Bone Hill4. Ruins of Undermountain5. G3 Fire Giants6. D1 Descent Into the Depths7. S1 Tomb of Horrors8. WG4 Tharizdun9. I1 Forgotten City10. U1 Secret of Saltmarsh11. N1 Cult of the Reptile God12. B2 Keep on the Borderlands13. B10 Night's Dark Terror14. WG5 Mordenkainen's Fantastic Adventure15. D3 Vault of the Drow16. A4 Dungeons of the Slave Lords17. Night Below18. WGR6 City of Skulls19. G120. G2I have explanations for all of these, but I am dead tired and can't go into them...have to wait for a later post!Mike B.
Badmike wrote:Finally have time to do my reviews of why they are in my top modules:3. L1 Bone HillKind of a pumped up version of T1, with a small town instead of a village, a larger wilderness area, and a really cool ruin to explore with some unusual monsters (I can't believe more wasn't done with Skeltars and Zombires, which are very cool). Mike B.