Monday, December 13, 2021

The Runners-Up

Selecting D&D modules for my Top 10 list was difficult – more difficult than I imagined it would be. Even limiting my choices to those published by TSR during the years between 1974–1983, there were a large number of viable choices. Inevitably, I excluded a few modules that, had I a larger list, I would probably have included. In the interests of clarifying my thought processes, I've decided to reveal five more modules for which I have great fondness but that, for one reason or another, I excluded. Unlike the previous two posts, I'm going to focus here on why I didn't select them for my Top 10. In some ways, this post might be even more illuminating than its predecessors.

These runners-up are ranked according to how close they came to making it onto my Top 10 list. 

5. The Lost Caverns of Tsojcanth

As a kid, I adored this module, though much of my adoration came from the 32-page insert included with it. The insert featured a plethora of new monsters, many of them demons, which would later appear in the pages of the Monster Manual II, along with many new magic items. This sort of thing was like catnip to me at the time. But that insert is not the module itself. I've come to realize that, while the titular caverns are solid enough as an adventuring locale, they're not remarkable enough to warrant inclusion in my Top 10 list. With the benefit of hindsight, I realize now that my fondness for The Lost Caverns of Tsojcanth actually reflects my fondness for the year in which it was published – 1982 – and the possibilities I saw in AD&D's future rather than the content of the module proper. I still think there's a lot to like here, but not enough to have made my final cut.

4. The Secret of Bone Hill

My reasons for eliminating this module from the list was quite simple: it didn't see much use at my table back in the day. I've always regretted that. The Secret of Bone Hill is a very well presented low-level module. It has the potential, I think, to serve as a terrific kick-off to a new campaign. Indeed, I've heard of referees who've done just that and, by all accounts, this module is easily the equal of The Keep on the Borderlands and perhaps even The Village of Hommlet. But, as I said, my appreciation for it is largely academic, based almost entirely on reading its text rather than playing through it with others. As a kid, I swiped some elements of the module – like the skelters and zombires, which really impressed me at the time – for use in my own scenarios. I also repurposed some of its maps in a similar fashion. Beyond that, this was one of those modules I bought largely out of loyalty to TSR rather than because I expected to use it as intended.


3. White Plume Mountain

This module is the quintessential "funhouse dungeon," which is why I so wanted to include it on my Top 10 list. Ultimately, it didn't make the final cut, because the list already included Castle Amber, a funhouse dungeon I played extensively and repeatedly back in my youth. Compared to that, White Plume Mountain is very much an also-ran. My friends and I had lots of fun with the module, but I only ever ran it once. In my Top 10 list, I placed a lot of importance of replayability and White Plume Mountain, for all its virtues, is more or less a one-and-done kind of dungeon. The characters go there for a specific reason – to recover the three stolen magic weapons – and, once they've achieved that goal, why go back? That's not a damning criticism, to be sure, but it's enough of one in my mind that I had no choice but to exclude it from my Top 10, despite my fondness for it. 

2. The Sinister Secret of Saltmarsh 

Excluding this one hurts. In many respects, this module is perfect. It's got an excellent premise and is very well presented. That it's intended for use with beginning characters points even more strongly in its favor. On the other hand, its premise – that the supposedly haunted mansion of an alchemist is actually being used as a hideout for rather mundane bandits – works against it somewhat. I say that with some regret, as I quite like this "Scooby-Doo" approach, which I see as the culmination of Gygaxian naturalism in some respects. My experience, though, is that many players are disappointed when they discover that there's nothing actually supernatural going on and that everything happening has a purely rational explanation. Consequently, I have fewer fond memories of refereeing this than any of those included in my Top 10.

1. The Keep on the Borderlands

This should not be a surprise. I have probably played module B2 more than any other D&D module, to the extent that I practically know many sections of it by heart. It's a fun scenario that's a great introduction to the game, so why not include it? Quite simply, I find it a little unimaginative these days. The titular keep feels very generic and underdeveloped (perhaps intentionally). The Caves of Chaos are a bit of a slog. Even the Shrine of Evil Chaos, which was my favorite part as a youth, feels lackluster, especially when compared to the lair of Lareth the Beautiful in The Village of Hommlet. These criticisms probably seem unfair and they might well be. I can only say that, speaking in 2021, I don't like The Keep on the Borderlands as much as I once did and that fact influenced my decision to keep it off the Top 10 list. Even so, I came very close to dropping The Hidden Shrine of the Tamoachan for it.

19 comments:

  1. First of these articles/BLOGs I was on board with your list

    Second BLOG- I was at odds with for a few choices you made*

    Runners up list addresses some of my issues with your second BLOG.

    IOW- in the 15 you mention, My top 10 would be found. But I would have great difficulty putting them in order.

    * Obviously it's all very individual/personal opinion and I would never argue to the contrary.

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  2. James, I have really enjoyed this series of posts. The debate of favorite modules is very interesting to me. Even more interesting is when the individual details of play are revealed. I love reading adventure logs.

    In my personal campaign that I DM, we recently played through module N1 (Against the Cult of the Reptile God). I have set the campaign in Greyhawk, making some small changes as I have played and incorporating some of my own ruleset. The group defeated the cult, and have now setup in Orlane as a home base. The town is thriving, and the group has discovered a location known as Barrowmaze (the product that I became familiar with on this very blog). Many adventures are occurring there, and there are several seeds that I have planted for future adventuring. I am constantly learning how to be a better GM - the key is the group having fun.

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  3. Since Top 15 lists are kind of a drag, what are your next 5 choices to round out the Top 20?

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    1. Good question. I'll have to think on it a bit more, but I am sure I'd include EX2 for sure and possibly B1. Beyond that, I'm not sure.

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  4. Numbers 16-20 are where my TSR list begins to peter out (unless I "cheat" by counting G1-3 and D1-2 as separate modules). That first wave of TSR's creative output is a goldmine of fun, though.

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  5. I too have really lost my enthusiasm for Keep on the Borderlands. There are a few traps and some room for strategy, but mostly its a monster killing slog. My go to intro adventures now are In Search of the Unknown (if I want a funhouse adventure) or Palace of the Silver Princess (if I'm going for an adventure with a mission).

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  6. I'm impressed with anyone who can stay settled on a Top X list at all and stick to it for any period of time. My own preferences vary day by day, and sometimes hour by hour. Just too wishy-washy in the long term, and I'm pretty easy to argue around to different POV.

    Except Tomb of Horrors. Man, I hate that module. :)

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  7. The only real difference I have with your list is I'd put White Plume Mt. in place of Castle Amber.

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  8. I think that B2 is as good as ever. You get a mini-setting, plenty of room for expansion and embellishment, and a "lair" area which (hopefully) demonstrates that "charge in and kill everything" doesn't actually work. Every 'bad' experience I hear about B2 is when it is functioning as designed, punishing 1st level parties that think they're Seal Team 6. Hire mercenaries, gather intelligence, pit factions against one another, and use as much trickery and creativity that you can. That's how you overthrow the Caves. It cannot be approached like a video game.

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    1. Totally agree about the non-video game approach to B2. It’s what makes RPGs such a different experience than video games, and a far better experience for me.

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  9. James, do you have any familiarity with the Goodman Games "Original Adventures Reincarnated" series? I'd be curious to see your thoughts on their expansions of old B/X and AD&D modules (including several in your Top 10/15).

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    1. I am familiar with the later ones in the series (from Barrier Peaks on), in part because Goodman asked me to write introductory material for them all. Of those I know, I think The Lost City has the best expanded material, though it's written for 5e, which I don't play.

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  10. These posts really make me want to dig my 1e AD&D stuff out of storage and try to recruit some younger players who will never have seen it. Thanks for writing them.

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  11. U1 having a Scooby-Doo reveal can be a bummer I guess, but what about the sequels? Do they elevate U1 somewhat?

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    1. I never used any of the sequels, so it's hard for me to judge. I know they're quite well regarded by those who have.

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    2. I did not care for the expanded plotline of U2 and U3 and I generally ran it as a one and done- But a few times I used it as a lead into the Slavers series- the smugglers and town council members being involved with them instead of the whole lizardman/sahuagin plotline.

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  12. Slavers is a great idea. The politics of Lizard Men vs Sahuagin is kind of esoteric for me. Whereas piratical smuggler/slavers are enough fun to avoid the "bummer" of the Scooby Doo ending. It becomes an exciting unexpected plot twist, and then you're into the next adventure.

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  13. As an interesting exercise, I tried imagining how my teen self from the mid-80s would have ranked the modules. This is probably how I would have done it:

    1. Queen of the Demonweb Pits (now my least favorite!)
    2. Tomb of Horrors
    3. The Lost City
    4. Castle Amber
    5. White Plume Mountain
    6. Expedition to the Barrier Peaks
    7. Keep on the Borderlands
    8. Ravenloft
    9. Beyond the Crystal Cave
    10. Shrine of the Kuo-Toa

    The bolded ones no longer do as much for me, and Q1 I actually dislike intensely. It's gone from being my favorite to least favorite module. In place of these three, Vault of the Drow, Village of Hommlet, and Isle of Dread are in my top 10 (at slots 4, 5, and 7 respectively). D3 has appreciated in value for me more than any module, and Q1 has depreciated dramatically.

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