Ekim Toor wrote:And the U series deals with "smugglers"?... for the first half anyways.No one has mentioned the Doppleganger in A1, talk about an evening of good old-fashioned paranoia, even better than Ned in U1.
Badmike wrote: We all have our "classic" module that we didn't like, yet someone out there lists it as their favorite. For me and mine, it was C2....so universally despised, it's the only first edition module I've only run one single timeMike B.
Keith the Thief wrote:Setting aside sentimentality if possible, what would you guys consider the best classic module(s)?Thanks,Keith
serleran wrote:In no particular order, in my opinion:Tomb of HorrorsKeep on the BorderlandsCastle AmberRavenloftDescent into the Depths of the EarthLost TamoachanAssassin's KnotThe Forgotten Temple of TharizdunThe Village of HommletExpedition to the Barrier PeaksWhite Plume MountainQueen of the Demonweb PitsThe Giant SeriesDark TowerCaverns of ThraciaTegel ManorTreasure HuntIsle of DreadIsle of the ApeShrine of the Kuo-ToaFrank Mentzer's R-Series (I forget all the names of them, individually)(Probably more I'm forgetting, but I'm tired.)
serleran wrote:I don't agree. I do not have sentimental value for 99% of those modules, since I have only used two of them, ever, as far as something actually used in my game as-written. The rest I ripped apart, stole something from, and added in small doses, but, they made my list because they had the most "stuff" to steal. I've never been a fan of using modules (I prefer to create my own adventures), but as supplemental ideas for sheer inspiration, the ones I listed are the ones I find to be most useful. Its that simple.Some things are simply good for their ability to be mined for ideas. Not because they play well. Not because they are written well. They're just good resources.Oh, and of the two I have used, I would use them without hesitation, if I had an inkling to, and it made sense for the game I'm running.
Badmike wrote:I think every single letter series module would have it's supporters. The problem would be in defining exactly what "classic" is. I suppose if you limit the dates of 1977-1982 or so that would give you a good sampling, but what is the criteria? But what I think is interesting is your definition of setting aside semtimentality!!!! Everything we love about these modules is so inevitably drenched in sentimentality, we can't possible separate that from the reality that a lot of the early modules really weren't very good, and wouldn't hold up a bit today if re-released in any sort of format (1st, 2nd or 3rd edition). The G-series would be impossible to release in it's orignal form...some of the free adventures I got on Free Game day are longer than G1, yet G1 was one of the funnest modules I ever ran. The 25th anniversary remake Against the Giants: Liberation of Geoff is actually a very good example of what this sort of product would have to resemble if released in "modern" times.However, intellectually, I know that G1 isn't a "best" module in any sense except for the memories associated with it, and my own fleshing out of the same. What would be interesting is to find someone (or several someones) who started gaming in, say, 1995 and find out what they considered the best classic modules based on nothing more than playability. We demand so much more now than we did 30 years ago... I"m reminded of comics, which I also collect. Some of the stuff relased 30-40 years ago is pretty awful...compared to today's comics hyper-realism, in both plot, characterization and dialogue, and something I rather enjoy. Yet there is so much nostalgia attached to the early Spiderman for me, for example, which I first ran into from the artwork of Steve Ditko in Marvel Tales reprints. To me, the early TSR modules fit the same mold.Using this as my guide, I wouldn't be embarrassed to rerun S1, U1-3, B1-2, I1, L1, N1. WG4. The G-series seems rather anti-climatic now with the overuse of the obiquitous drow; T1 seems rather quaint; the C series seems rather pointless (they run like tournament modules, announcing their tournament module origins). S2 seems incredibly contrived. The A-series as written is the original Railroad. L2 absolutely doesn't work at all anymore (it's a long story, trust me, I tried to run it not that long ago and it's so broken it require herculean effort to keep it all together). S4 looks more and more like a monster hotel (but I've always loved it regardless). The D-series still intrigues and interests me as stand alone encounters than can be transported to anyone's underdark campaign, plus they all leave a lot of room for DM innovation. I haven't run S3 in many years, I find myself flipping through it wondering how it would go as a one-off. I think the entireity of T1-4 is the apex of the "classic" module setting for D&D, epic in scope and presentation. I realize this post was all over the place...but in a world where someone will tell you their favorite modules are N2, I7 and A1, clearly there is no consensus except for nostalgia.Mike B.
If we are talking about resources, I can point to both Harn products (for their accurate historical representations of castles and villages) and MERP products (such incredible backgrounds). I steal from these quite a bit myself. Also a lot of non-tsr stuff (The Companions and Midkemia come to mind) have some really good, well thought out and detailed settings.
deimos3428 wrote:Nah, Mike's pretty much hit the nail on the head there, Brian. As far as their printed text is concerned, the early TSR letter modules just aren't very good. Try rereading any of them -- there's not a lot there. Not by today's standards, not by standards back then.
deimos3428 wrote:I'm not saying they aren't great, because clearly they are. But their greatness can't fairly be attributed to anything specifically written in the text. Later TSR modules (mid-eighties onward) had more substance.
deimos3428 wrote:Nah, Mike's pretty much hit the nail on the head there, Brian. As far as their printed text is concerned, the early TSR letter modules just aren't very good. Try rereading any of them -- there's not a lot there. Not by today's standards, not by standards back then. What makes them great are one or more of the following:1. the extra work done by inidividual DMs (once given the text as seed material, granted)2. the (sometimes false) sense of a shared experience across groups3. nostalgia for early gaming experiences (sometimes misremembered)I'm not saying they aren't great, because clearly they are. But their greatness can't fairly be attributed to anything specifically written in the text. Later TSR modules (mid-eighties onward) had more substance.