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D&D hardback Original Adventures Reincarnated (Goodman Games) - Are they good?

Started by Batjon, July 12, 2021, 01:47:47 AM

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Batjon

I plan on getting the whole Goodman Games hardback Original Adventures Reincarnated line to use with my Advanced Old School Essentials campaign and maybe some day in the future, Dungeon Crawl Classics.

Have any of you had experience with these? Which are your favorites?

The Temple of Elemental Evil is the next one gearing up to be released.

Ghostmaker

Been running a 5E campaign with Into the Borderlands, will probably transition to Isle of Dread very shortly.

While the books are neat, they are big and a bit unwieldy -- I think GMG was foolish to include the original modules as well as the 5E conversions in the same book. That being said, I've had a blast running with it.

Naburimannu

I have not run either, but I own both OAR4 and OAR5 and have mixed feelings about both of them.

With The Lost City, there are some interesting expansions, but they've missed a lot of opportunities for clean-up & improving verisimilitude. The thing that annoys me the most, IIRC, is that the TEXT of the expansion of the latter part of the module introduces multiple secret routes back into the early part, but those secret routes aren't noted in the text of the early part, or anywhere on the maps, so they don't really exist in an oldschool sense - there's no way your players could discover them early & use them as a route forward.

With Castle Amber, they've added a lot to the family, and maybe tripled the number of rooms in the castle by adding an upper floor, but I'm not sure that the additions are germane - they just bulk up the dungeon-crawling section. Where I think they missed is that there's so much room to expand Averoigne; since they didn't do so to any meaningful degree, the Averoigne sections aren't "ready to play", and any DM is going to have to spend a lot of time thinking about them if they're going to allow their players to have any interesting interactions. (e.g. go shopping? talk to the ecclesiastical or political authorities?)

Both books use painfully large fonts and inefficient layouts for the 5e versions of the material.

Bogmagog


Batjon

Quote from: Gameogre on July 12, 2021, 10:31:59 AM
Bloated and expensive but mildly entertaining if you play 5E.

But they also contain the old school version of each adventure and the old school stats for the monsters as well, correct?

JeffB

I enjoy the historical bits and interviews.   If I played 5E still I'd find them useful I guess, but I don't feel the expansion work has been all that compelling. Moldvay, Cook, Gygax,...the GG folks are not even close to the same league when it comes to interesting adventure material.

moonsweeper

I have been using them with B/X-OSE.  Since they have complete reprints of the original modules, I don't have to pull out my old copies.  While I haven't run them for 5e yet, I have back-converted all of the new material to expand the original modules in my B/X game. 

This means I worked around the Lost City issues that Naburimannu commented on.  After a read-through, I just made the secret info/routes discoverable unless there was a specific reason I wanted to hide something.  It gives players the ability for more interaction with the 'secret societies' and the city of Cynidicea earlier in the adventure.

As for the second floor of Castle Amber, that hearkens back to the 2e Mark of Amber sequel to the original X2.  Mark of Amber significantly expanded the castle (2nd floor) and the background for the family members.  My copy of Mark of Amber is in storage so I am not sure how 'close' that part of the 5e 'bonus' material is to the 2e module but some of it definitely 'feels' familiar.

Note:  I am a little biased...Moldvay was my favorite module writer.

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