Unsung non TSR gems
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Post Posted: Fri Jun 10, 2011 7:16 am 
 

In your opinion, which are the best non TSR adventure modules of the past?

Apart from Judges guild modules (which are too well known), i'm talking about more obscure adventures by small publishers (such as Mercury games or Dimension six's Nine doctrines of D.).

I think you got the idea...

  

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Post Posted: Fri Jun 10, 2011 11:12 am 
 

There is a thread somewhere on top 5 non-TSR D&D items which a lot of people contributed to.


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Post Posted: Fri Jun 10, 2011 11:52 am 
 

i saw it some time ago, it seemed to me to deal with "generic" tpo 5 NON TSR items, not with top 5 NON TSR adventure modules..

in the first example, it may include rule systems as well, whereas my question takes into account only adventure modules.

  

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Post Posted: Fri Jun 10, 2011 11:55 am 
 

maybe this is what you meant?

http://www.acaeum.com/forum/about4145.html

  

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Post Posted: Fri Jun 10, 2011 12:08 pm 
 

:D  I forgot I wrote that. I'd still stand buy most of those suggestions. I'd probably put Zhalindor into the Campaign Settings instead of Pelinore, and I'd drop DMs book of nasty traps and tricks and GRPs Tome of Treasures from the Best of the rest list, but it's still a good list of my top 5's pre-2e D&D. I can't remember if I did a list of d20/3/3.5E stuff.

It has to be said that the Necromancer Games rewrites of both the Wilderlands Campaign World, and CSIO, keep faithfully to the originals in both feel and detail and given the choice I'd play with the NG products anyday. The old sepia maps do work wonders in gameplay though.

There is some good info in that thread.


This week I've been mostly eating . . . chicken and wild rice soup.

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