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Best of the best published adventures?

Started by RPGPundit, October 20, 2006, 08:59:36 PM

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RPGPundit

In your view, which is the best published adventure ever made?

For me, this is a pretty tough call, and there's some great classic ones that would win for nostalgia reasons (Keep on the Borderland); but on a level of pure quality, I'd probably say Masks of Nyarlathotep for Call of Cthulhu.

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fonkaygarry

I'm completely in Masks' corner.  That module gets so many things right it's scary.  I've never run it, sadly, but I wait for the day I can inflict it on my friends.
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David R

I would have to go with The Enemy Within  campaign. All were pretty good except,Empire in Flames, the last adventure which suffered from poor...well everything.

Regards,
David R

ColonelHardisson

Masks of Nyarlathotep is a good choice. I still have my box set of it.

Beyond that, The Broken Covenant of Calebais is a great adventure for Ars Magica. It's a great dungeon crawl, especially for a game that generally eschews dungeon crawls.

Red Hand of Doom, a recent D&D adventure, is astonishingly good, and is the model of how to do a D&D adventure.

Queen of the Spiders, which collects the old 1e D&D modules G1: Steading of the Hill Giant Chief, G2: Glacial Rift of the Frost Giant Jarl, G3: Hall of the Fire Giant King, D1: Descent Into the Depths of the Earth, D2: Shrine of the Kuo-Toa, D3: Vault of the Drow, Q1: Queen of the Demonweb Pits, is, in my opinion, the greatest of the old-school adventures.

Traveller Adventure 1: The Kinunir is a great example of old-school scifi RPG adventure design, which shines due to the economy of the writing. It presents precisely the info needed for the GM to run the adventure, and doesn't lead by the hand or nose.

Ranger, for 2300, is a personal favorite. Something of a setting sourcebook/adventure, really, but sets up a lot of conflict that the PCs need to resolve by way of a lot of negotiation. Texas Rangers on a hostile alien planet, surrounded by enemies, presented with a lot of secrets that could change the course of history on their world.

EDIT: And, oh yeah, Hot Rods of the Gods for the first edition of the Ghostbusters RPG. Sheer lunacy, very fun.
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LostSoul

Always wanted to pick up Masks, never did.

I'd have to go with Keep on the Borderlands.  It's 100% awesome.  I think I played through that 3 or 4 times, and ran it once or twice too.

(Damn you Mad Hermit for killing Questor the Elf and his brother Questor II!)
 


RPGPundit

Quote from: David RI would have to go with The Enemy Within  campaign. All were pretty good except,Empire in Flames, the last adventure which suffered from poor...well everything.

Regards,
David R

Enemy Within was a really awesome adventure with two big problems:

1. The ending sucked ass.

2. It made the WFRP game become permanently filled with a bunch of Warhammer swine who try to argue that the ONLY way people should be able to play WH is like the "enemy within" campaign, a high-investigation game with no combat or dungeon crawling allowed.

These two things leave the adventure more negative than positive to me.

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Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
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NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
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Dr Rotwang!

I remember Tattooine Manhunt, for WEG Star Wars, as being pretty good.
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David R

Quote from: Dr Rotwang!I remember Tattooine Manhunt, for WEG Star Wars, as being pretty good.

How could I forget Tattoonie Manhunt? This was an awesome adventure. Jodo Kast, built his rep with the pcs in this adventure and was a long term nemesis in my old SW campaign.


QuoteOriginally posted by RPGPundit

2. It made the WFRP game become permanently filled with a bunch of Warhammer swine who try to argue that the ONLY way people should be able to play WH is like the "enemy within" campaign, a high-investigation game with no combat or dungeon crawling allowed.

These two things leave the adventure more negative than positive to me
.

Death on the Reik basically ended with a haunted house crawl. There were loads of combat opportunities littered throughtout the camapign. So, folks who say that TEW is all about investigation and no combat - well they obviously didn't read/run the campaign I did :D

But, mostly what struck most folks were the investigative nature of the campaign because it meshed so well with the setting and it's themes of corruption from within.

Folks should play the game however they want. I've bought the new edition and some of the supplements, I still prefer pre Storm of Chaos Old World, though, but am really glad WFRP is getting the attention I always thought it deserved.

Regards,
David R

Knightsky

B10 Night's Dark Terror was extremely well done.  So was the Saltmarsh trilogy.

The Duke's Dress Ball (from the Thieves' Guild series) was also pretty snazzy.
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jrients

B10 Night's Dark Terror proves that an adventure can be epic without having to be huge scale.
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Dr Rotwang!

Keep on the Borderlands, I think, is another stellar one.  "Here's a bunch of adventure locations, a place to rest, some interesting NPCs and some subplots to go with 'em.  Feel free to sketch in the rest, and by the way, here's how to do that..."  Excellent for the beginning GM, or just someone looking for unfinished furtniture, as it were.
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LostSoul

Quote from: Dr Rotwang!I remember Tattooine Manhunt, for WEG Star Wars, as being pretty good.

I liked the Black Ice one better.  (I think that was the one with the big transport ship.)
 

JongWK

Universal Brotherhood, for Shadowrun. Excellent jab at Scientology, innovative format, and very good adventure.
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Sigmund

Quote from: JongWKUniversal Brotherhood, for Shadowrun. Excellent jab at Scientology, innovative format, and very good adventure.

Another vote for UB... very creepy.

Also, another vote for Keep on the Borderlands, my hands-down fav DnD module. It provokes the fondest gaming memories.
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