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Best non-D&D/RQ/CoC module?

Started by FASERIP, May 28, 2012, 03:20:53 AM

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FASERIP

Module as in pre-written adventure, of course.

I would imagine pickings are scarce. I excluded CoC and RQ, otherwise a lot of Snakepipe Hollow and Masks of Nyarlathotep.

I'll go with Legion of Gold for Gamma World. Mostly because that's the only one qualifying I can remember playing offhand. Not that I remember much of it, save the underwater base.

EDIT: Probably should have excluded WFRP, but oh well. Hopefully some obscure shit is mentioned as well.
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Soylent Green

I'm generally not a fan of canned adventures, but there are a few games which buck the trend.

I knows Icons is just small, newish game that hasn't really earned the right to be compared to the classics yet, and perhaps never will, but I would point out an Icons adventure which for as good as any adventure written for any system out there.

The adventure is called "Sins of the Past". The thing about this adventure is that while it's got a really strong core story and it's rich in detail it is also really flexible. It's pretty rare to find a canned adventure that has a good story and isn't linear. But most of all "Sins of the Past" has the rarest of qualities, it's got heart.

While we're at it there is another Icons adventure called "The Mastermind Affair" worth mentioning too. This doesn't have the same elegance of "Sins of the Past" or read as well but it's even more flexible. I can imagine running the adventure several times with different groups and each time feeling very different.

And the there is Pendragon. The published adventures for Pendragon were always superb, displaying such knowledge and passion for the source material. Even just the paragraph long seeds from the rulebook were better than anything I came up with myself. But then Pendragon was always about quality and it's one of those games that really deserves it's reputation.
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Melan

You should have, because I am totally going to mention Death on the Reik. It's a great introduction to the Empire, with solid adventure sites and open situations (although the module assumes too much about the players ever getting close to them). People tend to play Shadows over Bögenhafen roughly the same way (because as good it is, it is pretty railroady), but once they get to DotR, no two games are the same. It has one problem, if you can call it that - it has a tendency of cannibalising the campaign and turning into its own thing.
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Benoist

Baron Samedi, for In Nomine Satanis/Magna Veritas. This is a legendary campaign in a softcover book format (in French). It takes your Angels or Demons to the French Comores where you investigate weird happenings that will lead you on the trail to the truth behind the coup of 1975 by Bob Denard, take charge of an interesting child you will have to help and safekeep back in France, with amongst other potential adventures a side trip in the land of dreams where you could be pursuing your enemies in the form of your cartoon idols (think Sailor Moon, Roadrunner and the like), to finally get at the source of your troubles in Haiti where you will confront a new threat never seen before... the servants of the Vodou.

It's the quintessential INS/MV campaign. It's absolutely brilliant.


Benoist

Le Souffle du Dragon is an entire campaign for Nephilim that is mostly taking place in Bretagne. It is presented in a super cool carton folder that makes it look like a "secret file" of sorts, where you'll find three booklets describing the campaign, a GM screen, 16 sheets of cardstock paper and more. The campaign itself deals with the French Bretagne and its magical awakening in the modern times. You will confront of course many servants of the Minor Arcana of the Staff (the Templars), investigate various mysteries occurring in the region, and potentially get to the epicenter of the Breton sandbox by freeing the Prince of the Strength Arcana XI, Merlin himself, to then wake the Dragon for good...


Benoist

The French game Bloodlust, where you play in a land close in feel to the paintings of Frazetta and the fiction of RE Howard the wearers of God Weapons (think Stormbringer, but every PC has one with its particular personality, form, powers and desires) using a percentile skill system with a very elaborate combat style and maneuvers system (it's not just a hack of Basic Roleplaying), had a campaign running throughout its supplements, starting with the sample adventure in the core box of the game. The campaigns title is Eclats de Lune (shards of the moon). The plot is so huge and complex that suffice to say it takes you all over the continent of Tanaephys (which strangely looks like an hyborian version of Antartica, with deserts, jungles, and even a metropolis of the Age in the center of the continent going by the name of Pole) and is pretty much a must-play campaign when you have the chance to own the game and its supplements. Awesome stuff.


Benoist

The Great Pendragon Campaign. THE campaign of King Arthur Pendragon, going through the whole of the Arthurian period (from 485 to 566 or so from this interpretation's reckoning), it is one of the greats that should be mentioned in this thread. You will go through several generations of your characters' families and take part in the greatest legend of all over the course of years and years of gaming, potentially. It's formidable in the hands of a competent GM.


FASERIP

^^^^Have that, haven't read it, by all accounts excellent.

Any word on the Pendragon Charlemagne book?
Don\'t forget rule no. 2, noobs. Seriously, just don\'t post there. Those guys are nuts.

Speak your mind here without fear! They\'ll just lock the thread anyway.

Skywalker

#8
- Tales from Wilderland for The One Ring
- Great Pendragon Campaign for Pendragon
- Power Behind the Throne, Shadows over Bogehafen and Death on the Reik for Warhammer Fantasy Roleplay
- Darkness Revealed/Alien Encounter for Trinity
- Orpheus for Orpheus
- Children of Lilith, Trial by Fire and Warrior Unbound for Tribe 8
- Pin Feathers, Jailbreak and Joy & Sorrow for Unknown Armies
- Teeth of the Moon Sow for Slaine d20
- Volturnus Trilogy for Star Frontiers
- Lure of the Expanse for Rogue Trader
- Darkstryder and Graveyard of Alderaan for Star Wars

Silverlion

The Nightmares of Future Past (MX) series for MSH, essentially a mini campaign for Marvel set in the "Dark Future"
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daniel_ream

Quote from: Silverlion;543393The Nightmares of Future Past (MX)

The first and fourth are amazing sandboxes with mini-games for handling keeping hidden from the Sentinels and taking back Sentinel America piece by piece, respectively.  The middle two are a bit meh, but they aren't bad by any stretch.
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Kuroth

There are so many that have been made over the years.  It is almost unfair to pick a couple out of the good stack, leaving so many other good ones, but most that enjoyed a particular game know of the better adventures that were produced for the given game.

I'll put forth The Kinunir for Traveller.  One can not underestimate how different this adventure seemed at the time from the D&D concept of adventure presentation.

KenHR

Just about any of the MERP campaign setting books.

I don't have many of them, but have been impressed by the Harn modules I own...Araka-Kalai is one of my favorites.

Pact of Pasaquine for Ars Magica was a great one, too.  I ran that one using AD&D 2e and it's probably one of the most memorable games for my old group.
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Skywalker

Quote from: KenHR;543490Just about any of the MERP campaign setting books.

Most of them don't really qualify as prewritten adventures though. Palantir Quest does and it is OK.

Melan

I have fond memories about The Assassins of Dol Amroth - but are they more than fond memories? Hmm.
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