Friday, October 1, 2010

Thinking of running some modules...

I find myself in an interesting position.  I own pretty much every cool D&D and AD&D 1e module that was made, but have never actually run one.  This is doubly weird because they also bring back crazy nostalgia for me.

When I was a little guy, AD&D 2e was either just on the horizon or had hit the shelves.  However, that stuff was expensive!  At least for me, as a poor 12 year old, it was.  So my RPGs came from the Swap Meet.  Ah, that magical land...I picked my first Moldvay Basic there for about $2 and never looked back.  I loved it with all my heart, and didn't care that it was 8 years old and had already been redone by Mr. Mentzer.  That's also where I began picking up old used modules, and how I find myself so hooked up now.  I remember buying X1: Isle of Dread and wandering past the chaotic stalls of the swap meet, poring over the new monsters and imagining how I would slay players with the tricky Araneas.

So I had every intention of running those awesome adventures, and read them for hours.  My problem was that I couldn't wrap my head around them as a kid.  And so I knew even while I read them that I wouldn't be able to swing one.  I got into the habit of stealing ideas and making my own little adventures (practically a mandatory activity for all DMs) and never actually came around to running even the simplest of modules.

But I might be able to do it.  I think, having been able to get a college degree, I should at least be able to run a passable version of one of the great modules.  Am I right?

So I have the very happy task ahead of me: reading through the many modules I have and deciding which could be slipped into my campaign.  I think it will be a nice dash of variety for both me and my players.  Maybe we'll love it, maybe we'll hate it.  Who knows.  But I'll finally be able to follow through on that 12 year old's inspiration.

Anyone have an opinion as to which I should run?  As I said, I have almost all of them.  My only restriction is that my players are right around 4th or 5th level, so it'll have to be in that range.


  1. How cool! After all those years, it'll be FRESH again. I could do the same, actually, as I too have TONS of mods (mostly B/X D&D, and 1e AD&D, too) but only played through a handful or two in my youth.

    For B/X (X, in your players' levels case), I'd suggest trying X2 Castle Amber. It's an amazing mod, and it's by Mr. Moldvay himself - a bonus round every time right there, IMO.

    On the 1e AD&D tip (if you don't mind doing a little conversion/adaption to B/X - as I *think* you're running LL/BX), I'd suggest the "Slavers" series. I have VERY fond memories of A1 Slave Pits of the Undercity (the first on the series).

    Regardless of your choice (there are SO many good ones out there from those days), ENJOY!!!

  2. I've been perusing Castle Amber a bit, actually, but haven't given it a good reading. If I'm not mistaken, it could be slipped in as a sidetrack, because it starts with the party lost in the woods while traveling, correct? Hmmm.

    I'm intrigued about the Slavers, too. I own a pdf of A1, but must admit that I've never read it. I'll have to do a little reading. Thanks for the tips!