SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

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

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

Previous topic - Next topic

Kuroth

#15
Quote from: Melan;543627I have fond memories about The Assassins of Dol Amroth - but are they more than fond memories? Hmm.

Not just memories, it's a good one no doubt about it, in particular where one doesn't have over many hang-ups about how Middle-earth may be set-up for a game.

Ars Magica Pact of The Pact of Pasaquine was mentioned.  There are some other really high quality ones for Ars Magica.  I have enjoyed the four season adventures that are from the third edition, but are not at all bound to that edition.  As a whole, they emphasize the changes over time of a covenant, which is useful for other games too, bringing the effect characters have on the world to the forefront.  I like the somewhat loose connection between the sections of the adventures too.  They would be easy to use with D&D.

The Tempest
A Midsummer Night's Dream
Winter's Tale
Twelfth Night

FASERIP

I wonder how easy it is to convert the MERP stuff to One Ring.
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.

Benoist

Quote from: Skywalker;543379- Orpheus for Orpheus
Ohhh yes. Good catch! That one is really awesome too. Orpheus + all five supplements = epic campaign.

Skywalker

Quote from: FASERIP;543738I wonder how easy it is to convert the MERP stuff to One Ring.

It is more difficult the further afield (geographically and timewise) you go. I found many MERP adventures also rely on elements that simply aren't contained in TOR as it takes a line much closer to Tolkien's work. For example, many MERP adventures have big wizard bad guys.

_kent_

Starstone - Paul Vernon

The Enchanted Wood - Paul Jaquays

Kuroth

Necropolis by E. Gary Gygax for Dangerous Journeys is one that is often over looked by those seeking a campaign in full Gygax style.  It is very much fully written by Gary, unlike some of the heavy-handed editing and/or co-authorship in the later works attributed to Gygax.  It fits in nicely near the end of an all Gygax adventure campaign.  It is a fairly easy matter converting it over to an edition of D&D or other system.

daniel_ream

Mayfair's Dragons was an amazing little supplement, the more so for having the nads to take the piss out of DragonLance.
D&D is becoming Self-Referential.  It is no longer Setting Referential, where it takes references outside of itself. It is becoming like Ouroboros in its self-gleaning for tropes, no longer attached, let alone needing outside context.
~ Opaopajr

TheHistorian

Quote from: _kent_;543916Starstone - Paul Vernon

The Enchanted Wood - Paul Jaquays


Well, yeah, if you want to count "generic" (nudge-nudge wink-wink) modules, then of course listing Starstone is necessary (and I'd add the Islandia series by The Companions as another top shelf item), but I got a sense that the OP was asking about material specifically for other systems.  Maybe that's just how I read it.

Enchanted Wood (for Dragonquest) is also very good.


You have good, but expensive, taste.  :)

Akrasia

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

Yeah, MERP was my main game in the late 1980s and early 1990s, and most of the campaign setting books were great (though there were a few duds).

They were great, detailed 'sandboxes'.  While they generally were too 'high magic' in nature (a consequence of the MERP system, which wasn't a great match for Middle-earth), I found them to be wonderful resources as a GM.  I treasure my MERP collection to this day.

Quote from: Skywalker;543601Most of them don't really qualify as prewritten adventures though. Palantir Quest does and it is OK.

They usually included a number of 'prewritten adventures', albeit often little more than outlines.

ICE also published a number of shorter 'adventure sets' (32-page books with 3 adventures, usually for levels 1, 3, and 5).  Many of those were quite good.

Of the longer 'adventure modules', I think that the idea behind Palantir Quest is great, and the adventure itself is solid enough (though I would change many things if I were to run it today).  I actually ran a version of this adventure years before it was published, using the outline provided in the Rangers of the North campaign module.

I think that the adventure/campaign module The Kin-Strife is very cool.  It documents a number of different Gondorian cities, and is very 'sandboxy' in nature, but benefits from the presence of a clear conflict in which the PCs participate (Gondor's civil war).  Also, it is refreshing in that it is a conflict that does not involve Sauron or his minions.
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
Contributor to: Crypts & Things (old school \'swords & sorcery\'), Knockspell, and Fight On!

Akrasia

Quote from: Melan;543627I have fond memories about The Assassins of Dol Amroth - but are they more than fond memories? Hmm.

Woah, I remember running that module circa 1989!  I vaguely recall it being a lot of fun.

I wish I still had it.
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
Contributor to: Crypts & Things (old school \'swords & sorcery\'), Knockspell, and Fight On!

KenHR

Quote from: Skywalker;543601Most of them don't really qualify as prewritten adventures though. Palantir Quest does and it is OK.

Missed this reply, but Akrasia covered it.  They're sandboxes, and contain a number of short adventure outlines.  Earlier Harn adventures did this, too.
For fuck\'s sake, these are games, people.

And no one gives a fuck about your ignore list.


Gompan
band - other music

Kuroth

#26
Quote from: KenHR;544515Earlier Harn adventures did this, too.

I’ll have to look over the Hârn stack to pull some honorable mentions.  If others have choices from Hârn, they would be good to read.  Another one that is cool is Burned Bush Wells for Boot Hill.  It has a whole region, city/town, specific adventure scenarios within an open adventure set-up.  It really does complement Boot Hill.

Skywalker

Quote from: KenHR;544515Missed this reply, but Akrasia covered it.  They're sandboxes, and contain a number of short adventure outlines.  Earlier Harn adventures did this, too.

Cool. I know this as I own them :) Hence my comment. I wasn't sure if they were what the OP was looking for given what I know of them.