• Re: Favorite Bad Modules?

    From Justisaur@21:1/5 to kyonshi on Thu Jan 25 12:51:57 2024
    On 1/25/2024 7:13 AM, kyonshi wrote:
    What are your favorite bad modules? The ones that are objectively bad in
    one way or another, but somehow you still kind of like them for one
    reason or another?

    For me it's X9 Savage Coast.

    It is not a good adventure. There's basically no point to why you do
    things in there, and it even tries to force a change of allegiance on
    you for no reason besides "these guys are lawful so they are actually
    the good ones".

    In fact reading through the module I noticed that this whole scenario
    made more sense for chaotic players than lawful ones. There are two
    orders, and it is the chaotic one (The Brotherhood of Light) that hires
    them to check on their lawful counterpart. And over most of the
    adventure there actually is no reason to dislike either side over the
    other, as both orders are quite shitty to the natives, both exploiting
    and enslaving them. Maybe this was supposed to be shown as different,
    but it isn't.

    One part of the problem was that this whole module was clearly not
    complete. It ends with a non-resolution after fighting a particularly
    devious monster in a ruined city, but why you should fight it, or even
    how you are supposed to reach the city without railroading is not really clear and needs to be worked out by the DM.

    The answer came later in Dungeon Magazine: Tortles of the Purple Sage
    was likely the stuff that was cut from the scenario, with some additions
    that make it into another story. Put both of them together and you have
    a quite impressive exploration scenario all along the Savage Coast and
    the north of it. But for that you first would have to track down the two early Dungeon magazines this was published in, and put the work in to actually put them together.


    I'll have to go with C3 Lost Island of Castanamir. Usually when I bring
    it up, it's been derided as very bad. Yes it's got some glaring issues,
    like having a number of very powerful items for it's espoused level of
    2-4. Such as an amulet of the planes, and all the magic items made from
    some extra-planar semi-elemental beings. It's got the teleport maze,
    and golems out the wazoo which are really too hard for that level, and
    it disappears forever if you somehow manage to escape getting past the
    iron golem. Then there's the infinite monster generator room as well.

    For all that a few tweaks on the obvious and taking characters toward
    the higher end of the scale work really well and it's probably the most memorable module I've run. I've never had a bad time running it (all of
    2 or 3 times) and the PCs managed to get out with a load of loot. I've
    never actually played it as a PC, so I can't say for sure from that
    point of view, but I did have one player the last time ask about how to
    run it when he started his own game, so I assume he liked it.

    I could probably give you a near endless list of modules that are well
    regarded I didn't like.

    --
    -Justisaur

    ø-ø
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    ^'
    --
    -Justisaur

    ø-ø
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  • From Justisaur@21:1/5 to kyonshi on Thu Jan 25 12:50:08 2024
    On 1/25/2024 7:13 AM, kyonshi wrote:
    What are your favorite bad modules? The ones that are objectively bad in
    one way or another, but somehow you still kind of like them for one
    reason or another?


    What's a bad module? Well there's The Forest Oracle I guess, but I've
    never run it. T2-4 I hate, but many seem to love.

    I'll have to go with C3 Lost Island of Castanamir. Yes it's got some
    glaring issues, like having a number of very powerful items for it's
    espoused level of 2-4. Such as an amulet of the planes, and all the
    magic items made from some extra-planar semi-elemental beings. It's got
    the teleport maze, and golems out the wazoo which are really too hard
    for that level, and it disappears forever if you somehow manage to
    escape getting past the iron golem. Then there's the infinite monster generator room as well.

    For all that a few tweaks on the obvious and taking characters toward
    the higher end of the scale work really well and it's probably the most memorable module I've run. I've never had a bad time running it (all of
    2 or 3 times) and the PCs managed to get out with a load of loot. I've
    never actually played it as a PC, so I can't say for sure from that
    point of view, but I did have one player the last time ask about how to
    run it when he started his own game, so I assume he liked it.

    I could probably give you a near endless list of modules that are well
    regarded I didn't like.

    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'

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  • From Zaghadka@21:1/5 to kyonshi on Fri Jan 26 00:07:47 2024
    On Thu, 25 Jan 2024 16:13:28 +0100, kyonshi <gmkeros@gmail.com> wrote:

    What are your favorite bad modules? The ones that are objectively bad in
    one way or another, but somehow you still kind of like them for one
    reason or another?

    Tomb of Horrors, despite Dragon magazine's 2004 award. The whole thing
    was Gygax's way of saying FU to arrogant high level players. He publicly challenged people who thought their characters were "invincible." It is
    full of his particular brand of small dick energy.

    Suprise! You've been annihilated by a demon mask. Surprise! You get
    teleported naked back to the beginning of the dungeon. Surpise! Failed
    your save against that sleep gas? You just got run over by a juggernaut.
    Oh, you all just got dumped into a fire pit. That's too bad. It's TPW
    city by arbitrary, rulesless traps from start to finish, and when your
    naked bedraggled PCs finally get to the very end and find their stuff,
    they are greeted by Acererak and the ultimate TPW. There's no coming back
    from that.

    This module is pure cruelty. It also, in Gygax fashion, derives some of
    its challenge by suspension of game mechanics entirely. Rot grubs (do
    they even have hp?). The catoblepas (what do you mean there's no save vs. death?). He invented stuff just to screw his players.

    Those were the times though. Characters died. A lot.

    But then it introduced the demilich and is very runnable with a little modification. It was also the first of its kind. I have written
    adventures modeled on the kind of experience it presented, though far
    more fair and less lethal (unless the players really ask for it). The
    ancient trap/puzzle dungeon is really quite the genre. This put it on the
    map. Most dungeon crawls of the day were about combat and predictable
    traps.

    I think that's why it got the award, because Good Gygax it's not a fair
    or well written adventure. Why the hell did this evil wizard build all
    this, complete with a counterfeit of himself, when he can suck people's
    souls out at will? It's the ultimate in "Why is this even a thing?" What
    is he doing there just sitting in that room anyway?

    So, IMO, the concept is cool but not the adventure. Played as is, the
    whole thing is just an exercise in frustration. There's really no point
    to it. It is bad. I doubt anyone at the convention crumpled up their
    character sheets. They probably just said, "Nice one, Gary."

    P.S.: Remember to prepare multiple castings of that second level "Forget"
    spell (that is generally forgotten) or you'll be sorry. Pshaw!

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

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  • From lkh@21:1/5 to Zaghadka on Fri Jan 26 09:18:02 2024
    Zaghadka <zaghadka@hotmail.com> wrote:
    On Thu, 25 Jan 2024 16:13:28 +0100, kyonshi <gmkeros@gmail.com> wrote:

    What are your favorite bad modules? The ones that are objectively bad in >>one way or another, but somehow you still kind of like them for one
    reason or another?

    Tomb of Horrors, despite Dragon magazine's 2004 award. The whole thing
    was Gygax's way of saying FU to arrogant high level players. He publicly challenged people who thought their characters were "invincible." It is
    full of his particular brand of small dick energy.

    Seems like a fair take on S1, but as I understand it OP is asking the
    other way round. Modules that are commonly frowned upon as being bad,
    but *you* like none the less. So I guess modules from the *Dungeon
    Magazine* list of "30 Greatest D&D Adventures of All Times" [1] don't
    count as a rule.

    That has me thinking hard ... I was gonna say *S4 Lost Caverns of
    Tsojcanth*, but it's on the list, damn it.

    How about *X6 Quagmire*? It's getting some bad rap [2] for being an empty
    hex crawl, and that the authors don't shy away from using the same single
    map of the spiral sea shell city for three different locations.

    But I kind of like it. I can't even say why. Maybe because the fantastic reality of the sea shell cities is just a bit different from your usual EDO-Fantasy? At least I seem to be not the only one to like X6 [3].

    I must say, I haven't played, nor GM'ed it though. I wonder if the hex
    crawl doesn't feel so empty after all, if it's actually played by the
    rules and wilderness random encounters come into play. Maybe I should
    try it eventually ...

    Cheers,

    lkh

    PS: Also, I kind of like S1, still have to run it though 🤓

    [1]: https://shopontheborderlands.co.uk/2014/08/dungeon-magazines-30-greatest-dd-adventures-time/

    [2]: https://www.youtube.com/watch?v=iKWa0leL1Hg

    [3]: http://grognardia.blogspot.com/2023/08/retrospective-quagmire.html

    --
    xmpp: lkh@jabber.sdf.org
    mastodon: @lkh@social.sdfeu.org

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  • From Justisaur@21:1/5 to kyonshi on Fri Jan 26 07:54:27 2024
    On 1/26/2024 12:49 AM, kyonshi wrote:
    C3 Lost Island of Castanamir...
    ...level of 2-4...

    Characters toward
    the higher end of the scale work really well

    To add to that, "really well" might be an overstatement. I did one it
    once with the pre-made characters, and those were really bad.

    Nah, I was thinking exactly about not well regarded modules that still
    are good. I think I will have a look at C3 then :)

    Yeah, I think C3 fits that. It's hard on the "Objectively bad" because
    I like it :)

    That's the only one I can think of that fits the bill.

    --
    -Justisaur

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  • From Justisaur@21:1/5 to lkh on Fri Jan 26 08:04:08 2024
    On 1/26/2024 1:18 AM, lkh wrote:
    Zaghadka <zaghadka@hotmail.com> wrote:
    On Thu, 25 Jan 2024 16:13:28 +0100, kyonshi <gmkeros@gmail.com> wrote:

    What are your favorite bad modules? The ones that are objectively bad in >>> one way or another, but somehow you still kind of like them for one
    reason or another?

    Tomb of Horrors, despite Dragon magazine's 2004 award. The whole thing
    was Gygax's way of saying FU to arrogant high level players. He publicly
    challenged people who thought their characters were "invincible." It is
    full of his particular brand of small dick energy.

    Seems like a fair take on S1, but as I understand it OP is asking the
    other way round. Modules that are commonly frowned upon as being bad,
    but *you* like none the less. So I guess modules from the *Dungeon
    Magazine* list of "30 Greatest D&D Adventures of All Times" [1] don't
    count as a rule.

    Yeah, that's the number one I dislike that people seem to love. I have
    played it and run it.

    One time I played it was the worst game I've ever played by far, where
    the story about how I was killed by 100 bees (which isn't in the module)
    at the entrance of the dungeon at a paid game is from. Anger I still
    can't let go of, more than 40 years ago.

    The time I ran it went fine, but that was in my young munchkin years and
    I probably went very easy on the PCs.

    - Justisaur

    --
    -Justisaur

    ø-ø
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  • From Zaghadka@21:1/5 to kyonshi on Sat Jan 27 01:20:19 2024
    On Fri, 26 Jan 2024 09:55:09 +0100, kyonshi <gmkeros@gmail.com> wrote:

    I think that's why it got the award, because Good Gygax it's not a fair
    or well written adventure. Why the hell did this evil wizard build all
    this, complete with a counterfeit of himself, when he can suck people's
    souls out at will? It's the ultimate in "Why is this even a thing?" What
    is he doing there just sitting in that room anyway?

    "Because otherwise there would be no scenario"

    The scenario appears to be: "This lich is taking a thousand-year nap out
    of sheer boredom. Do not bother him. He has gone to great, extremely convoluted, and inefficient lengths to not be bothered."

    It is a very, very silly module. Still, it has nostalgia.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

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  • From Zaghadka@21:1/5 to kyonshi on Sat Jan 27 13:12:05 2024
    On Sat, 27 Jan 2024 12:36:28 +0100, kyonshi <gmkeros@gmail.com> wrote:

    On 1/27/2024 8:20 AM, Zaghadka wrote:
    On Fri, 26 Jan 2024 09:55:09 +0100, kyonshi <gmkeros@gmail.com> wrote:

    I think that's why it got the award, because Good Gygax it's not a fair >>>> or well written adventure. Why the hell did this evil wizard build all >>>> this, complete with a counterfeit of himself, when he can suck people's >>>> souls out at will? It's the ultimate in "Why is this even a thing?" What >>>> is he doing there just sitting in that room anyway?

    "Because otherwise there would be no scenario"

    The scenario appears to be: "This lich is taking a thousand-year nap out
    of sheer boredom. Do not bother him. He has gone to great, extremely
    convoluted, and inefficient lengths to not be bothered."

    It is a very, very silly module. Still, it has nostalgia.


    Well, one of the issues is that it is basically a funhouse dungeon from
    the early years. It was written for Origins 1975, and then refined over
    the next years until it was published in 1978. DnD as a hobby was a year
    old at that point. (and there already were players that claimed to have
    seen it all and be able to beat any challenge...)

    Yup. I'm aware of the history. And boy did those players grind Gygax's
    gears. Thus, the entire module is pure vengeance.

    But it _is_ the first published puzzle dungeon. I love puzzle dungeons,
    because you get to use your brain instead of dice, so I love ToH as a
    guilty pleasure.

    But this puzzle dungeon? Yeah it was written with _malice_. It was a
    commentary on roll playing vs. role playing, and the fact that players
    had turned their brains off.

    It is true. D&D consisted entirely of silly dungeons, where inexplicably
    the monsters got harder the lower you went in 1975, and none of them had
    to eat. Gelatinous cubes cleaned up any possible way of marking the
    mazes. Everything was 10x10x10', with the occasional double-wide hall. It
    was in its infancy. Nethack is a great representation of the game at the
    time. I was a contemporary of that period, though I never played boxed
    set.

    But the question was "name a module that is objectively bad," and IMO all
    of that era is objectively bad, at least a bit. I would not run White
    Plume Mountain in this day and age, classic that it is. I would run
    Inverness. But ToH is doubly bad, because it is specifically written as a
    huge FU. A demonstration that the DM can always call "Rocks fall,
    everyone dies." The module practically does that at several points. Quite literally when you defeat the false lich.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

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  • From Justisaur@21:1/5 to Spalls Hurgenson on Sat Jan 27 15:47:10 2024
    On 1/26/2024 9:03 AM, Spalls Hurgenson wrote:

    No, if I went for 'bad' I'd probably go with "T1-4 Tomb of Elemental
    Evil." I know, I've just been declared heretic and a fatwah has been
    issued against me. I stand by my assessment.

    It's not that "Tomb of Elemental Evil" is without merit. It has a lot
    of good ideas. I just don't think they are implemented - or at least,
    they aren't presented - well in the module. It wants to be both a
    giant open-world sandbox and tight dungeon-crawl module, but does
    neither very well. The open-world feels barren and requires a lot of
    effort on the part of the DM to fill in the details. The
    dungeoncrawling feels generic, with uninteresting villains and
    cartoony situations. Had the module either been smaller in scope - or expanded to be a much larger series - it might have been a more
    effective adventure. As it is, it requires so much extra work from the
    DM and players that you might as well just write your own adventure
    entirely.

    I love T1, but I recognize some of it's faults. It seems like it's
    actually a better module for an evil campaign, the treasure from looting
    the village is better than the dungeon. It's memorable, but it's not
    really suited for beginning characters, which is what it always seems to
    be used for. Unless beginning character go out of their way to recruit
    NPC help, but that can also backfire. The treasure is a bit lacking as
    well (unless looting the town.) Other than that it's o.k. Might be a
    couple other things I'd change like the green slime and the cleric is a
    bit much unless with higher level characters.

    However I've never been able to get through T2-4. I never even got to
    the dungeon proper, the campaign just falls apart at Nulb. I've tried a
    number of times on both sides of the screen. Even playing the computer
    game I found it a horrible slog and couldn't get past the first level of
    T2 before quitting.


    But if you want more traditionally bad modules, you need look no
    further than the Spelljammer game. While they often were fun, they
    were also poorly written, terribly balanced and often just ridiculous
    in concept. Still, it's hard not to glean at least some enjoyment from
    an adventure that might have you land your spaceship on a titan's back
    to help him deal with his chronic eczema and giant space-fleas. ;-)


    Ah I love spelljammer as an idea, and I incorporated it into my multi
    campagin home-brew world and used a number of the monsters. However no
    one took up the hooks to go on a spelljamming ship and adventures, and
    I've never run any of the modules, or even read them. :)

    But what's your FAVORITE bad module?

    --
    -Justisaur

    ø-ø
    (\_/)\
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    ^'

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  • From Justisaur@21:1/5 to Zaghadka on Sat Jan 27 15:35:00 2024
    On 1/27/2024 11:12 AM, Zaghadka wrote:
    On Sat, 27 Jan 2024 12:36:28 +0100, kyonshi <gmkeros@gmail.com> wrote:

    On 1/27/2024 8:20 AM, Zaghadka wrote:
    On Fri, 26 Jan 2024 09:55:09 +0100, kyonshi <gmkeros@gmail.com> wrote:

    I think that's why it got the award, because Good Gygax it's not a fair >>>>> or well written adventure. Why the hell did this evil wizard build all >>>>> this, complete with a counterfeit of himself, when he can suck people's >>>>> souls out at will? It's the ultimate in "Why is this even a thing?" What >>>>> is he doing there just sitting in that room anyway?

    "Because otherwise there would be no scenario"

    The scenario appears to be: "This lich is taking a thousand-year nap out >>> of sheer boredom. Do not bother him. He has gone to great, extremely
    convoluted, and inefficient lengths to not be bothered."

    It is a very, very silly module. Still, it has nostalgia.


    Well, one of the issues is that it is basically a funhouse dungeon from
    the early years. It was written for Origins 1975, and then refined over
    the next years until it was published in 1978. DnD as a hobby was a year
    old at that point. (and there already were players that claimed to have
    seen it all and be able to beat any challenge...)

    Yup. I'm aware of the history. And boy did those players grind Gygax's
    gears. Thus, the entire module is pure vengeance.

    But it _is_ the first published puzzle dungeon. I love puzzle dungeons, because you get to use your brain instead of dice, so I love ToH as a
    guilty pleasure.

    But this puzzle dungeon? Yeah it was written with _malice_. It was a commentary on roll playing vs. role playing, and the fact that players
    had turned their brains off.

    It is true. D&D consisted entirely of silly dungeons, where inexplicably
    the monsters got harder the lower you went in 1975, and none of them had
    to eat. Gelatinous cubes cleaned up any possible way of marking the
    mazes. Everything was 10x10x10', with the occasional double-wide hall. It
    was in its infancy. Nethack is a great representation of the game at the time. I was a contemporary of that period, though I never played boxed
    set.

    But the question was "name a module that is objectively bad," and IMO all
    of that era is objectively bad, at least a bit. I would not run White
    Plume Mountain in this day and age, classic that it is. I would run Inverness. But ToH is doubly bad, because it is specifically written as a huge FU. A demonstration that the DM can always call "Rocks fall,
    everyone dies." The module practically does that at several points. Quite literally when you defeat the false lich.


    I agree with it being objectively bad, and ushering in the era of
    players vs. DM that took decades to right.

    However it was "Favorite Bad Module." Some people love it *shrug*. I
    don't, and It doesn't sound like it's your favorite either. I can
    appreciate it for what it is, but I'd never play or DM it again, unless
    in 5e just to see how badly it was neutered (improved.)

    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'

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  • From Zaghadka@21:1/5 to All on Sun Jan 28 07:09:15 2024
    On Sat, 27 Jan 2024 15:35:00 -0800, Justisaur <justisaur@yahoo.com>
    wrote:

    On 1/27/2024 11:12 AM, Zaghadka wrote:
    On Sat, 27 Jan 2024 12:36:28 +0100, kyonshi <gmkeros@gmail.com> wrote:

    On 1/27/2024 8:20 AM, Zaghadka wrote:
    On Fri, 26 Jan 2024 09:55:09 +0100, kyonshi <gmkeros@gmail.com> wrote: >>>>
    I think that's why it got the award, because Good Gygax it's not a fair >>>>>> or well written adventure. Why the hell did this evil wizard build all >>>>>> this, complete with a counterfeit of himself, when he can suck people's >>>>>> souls out at will? It's the ultimate in "Why is this even a thing?" What >>>>>> is he doing there just sitting in that room anyway?

    "Because otherwise there would be no scenario"

    The scenario appears to be: "This lich is taking a thousand-year nap out >>>> of sheer boredom. Do not bother him. He has gone to great, extremely
    convoluted, and inefficient lengths to not be bothered."

    It is a very, very silly module. Still, it has nostalgia.


    Well, one of the issues is that it is basically a funhouse dungeon from
    the early years. It was written for Origins 1975, and then refined over
    the next years until it was published in 1978. DnD as a hobby was a year >>> old at that point. (and there already were players that claimed to have
    seen it all and be able to beat any challenge...)

    Yup. I'm aware of the history. And boy did those players grind Gygax's
    gears. Thus, the entire module is pure vengeance.

    But it _is_ the first published puzzle dungeon. I love puzzle dungeons,
    because you get to use your brain instead of dice, so I love ToH as a
    guilty pleasure.

    But this puzzle dungeon? Yeah it was written with _malice_. It was a
    commentary on roll playing vs. role playing, and the fact that players
    had turned their brains off.

    It is true. D&D consisted entirely of silly dungeons, where inexplicably
    the monsters got harder the lower you went in 1975, and none of them had
    to eat. Gelatinous cubes cleaned up any possible way of marking the
    mazes. Everything was 10x10x10', with the occasional double-wide hall. It
    was in its infancy. Nethack is a great representation of the game at the
    time. I was a contemporary of that period, though I never played boxed
    set.

    But the question was "name a module that is objectively bad," and IMO all
    of that era is objectively bad, at least a bit. I would not run White
    Plume Mountain in this day and age, classic that it is. I would run
    Inverness. But ToH is doubly bad, because it is specifically written as a
    huge FU. A demonstration that the DM can always call "Rocks fall,
    everyone dies." The module practically does that at several points. Quite
    literally when you defeat the false lich.


    I agree with it being objectively bad, and ushering in the era of
    players vs. DM that took decades to right.

    However it was "Favorite Bad Module." Some people love it *shrug*. I
    don't, and It doesn't sound like it's your favorite either. I can >appreciate it for what it is, but I'd never play or DM it again, unless
    in 5e just to see how badly it was neutered (improved.)

    I have a 3.5e conversion that's pretty playable. If you're interested, I
    can get it to you via Dropbox or Google Drive.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

    --- SoupGate-Win32 v1.05
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  • From Ubiquitous@21:1/5 to justisaur@yahoo.com on Tue Feb 6 04:30:48 2024
    justisaur@yahoo.com wrote:

    What's a bad module? Well there's The Forest Oracle I guess, but I've
    never run it. T2-4 I hate, but many seem to love.

    Which modules are those? If memory serves, only The Village of Hamlet was published.

    I am not fond of the Temple of Elemental Evil campaign, too.

    --
    Let's go Brandon!

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  • From Ubiquitous@21:1/5 to gmkeros@gmail.com on Tue Feb 6 04:30:47 2024
    gmkeros@gmail.com wrote:

    What are your favorite bad modules? The ones that are objectively bad in
    one way or another, but somehow you still kind of like them for one
    reason or another?

    Good question!

    I cannot think of any in particular, but I hated the early Dragonlance adventures because they railroaded the hell out of us.

    --
    Let's go Brandon!

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  • From Ubiquitous@21:1/5 to gmkeros@gmail.com on Tue Feb 6 10:39:42 2024
    gmkeros@gmail.com wrote:
    On 2/6/2024 10:30 AM, Ubiquitous wrote:
    gmkeros@gmail.com wrote:

    What are your favorite bad modules? The ones that are objectively bad in >>> one way or another, but somehow you still kind of like them for one
    reason or another?

    Good question!

    I cannot think of any in particular, but I hated the early Dragonlance
    adventures because they railroaded the hell out of us.

    But did you like them though?
    (I never liked the DL series, too railroady)

    Oops, I didn't answer your question. I was thinking of ones I hated but
    others liked.

    I am still drawing drawing a blank...

    --
    Let's go Brandon!

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  • From Justisaur@21:1/5 to kyonshi on Tue Feb 6 08:42:36 2024
    On 2/6/2024 6:29 AM, kyonshi wrote:
    On 2/6/2024 10:30 AM, Ubiquitous wrote:
    gmkeros@gmail.com wrote:

    What are your favorite bad modules? The ones that are objectively bad in >>> one way or another, but somehow you still kind of like them for one
    reason or another?

    Good question!

    I cannot think of any in particular, but I hated the early Dragonlance
    adventures because they railroaded the hell out of us.

    --
    Let's go Brandon!


    But did you like them though?

    (I never liked the DL series, too railroady)


    Pretty much the same, I also didn't like the lack of clerics, and the
    god damn hell that were Kender. One of my players convinced me to play
    a Kender once, but it was basically just an excuse to fuck with the
    other players. Never again.

    I've had groups more recently that would probably do better with a bit
    more railroading, and back in the day a number of people in my circles
    said they were great. I wouldn't be quite so adverse to running them now.

    --
    -Justisaur

    ø-ø
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    \\
    ^'

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  • From Justisaur@21:1/5 to Ubiquitous on Tue Feb 6 08:25:35 2024
    On 2/6/2024 1:30 AM, Ubiquitous wrote:
    justisaur@yahoo.com wrote:

    What's a bad module? Well there's The Forest Oracle I guess, but I've
    never run it. T2-4 I hate, but many seem to love.

    Which modules are those? If memory serves, only The Village of Hamlet was published.

    The actual T1-4 was printed much later in 1985. They were never printed seperately but all appear in this book:

    https://preview.drivethrurpg.com/en/product/17068/t1-4-temple-of-elemental-evil-1e

    I have a copy of that version, as well as probably a couple of T1

    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'

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