bbarsh wrote:JG seems to be hit and big miss, in my opinion. Some of adventure modules are a blast. Others are not only bad, but incomprehensible. I like Thracia, and actually I am looking for a good copy.Dark Tower, which I have a near mint first print, is also fun.Others that I recommend are as follows:Thieves of BadabaskarDragon Hall - I actually used it as bridge from my campaign world (Greyhawk) to get the PCs to the world of DragaonLance. Dragons were guarding a dimensional portal...yadda...yadda...I then DL1, which worked and the rest was absolute suckitude with the players begging to back to the Greyhawk campaign setting.Zienteckand a few others that elude me at this time.Bottom line is that JG modules that I like were fun to play. Not necessarily too brainy, and usually very light on the role-playing, but constant action, which is what my group of friends always preferred, anyway.
bbarsh wrote:Re: Under the Storm Giants Castle.Ah yes... how could I overlook that masterpiece!I did not run it, but had the pleasure of playing in it. One of my buddies who DMed it slaughtered us dozens of times over.We kept rolling up first level characters and no sooner did we meet a clan of Ballonies, than we were back at rolling a new character. There were orange Balloon men that exploded if you hit them for I think 1d10 damage. Well, that was usually enough to kill the MU, Thief and possibly the Clerics and damaged Fighters. Yes, how could I forget it. It was years later that I actually flipped through a copy. How my friend thought a party of first level characters could stand a snow balls chance in elemental plane of fire is beyond me. But then again, it wasn't the first time he made that kind of error...