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What OSR Adventures Have You Actually Played/Run?

Started by Dave 2, April 05, 2018, 10:37:34 AM

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Dave 2

What published OSR adventures have you actually played or run in?  Everything from settings to one page dungeons.

I've played Barrowmaze (long-running), Tower of the Stargazer, and Stonehell (didn't get far, suffered from coming right after Barrowmaze).

I've run Qelong (hexcrawl setting), Tower of the Stargazer, Tomb of the Iron God, Scenic Dunnsmouth twice (once in ACKS/Qelong, once in L5R), The Immortal Zoo of Ping Feng, Gem Prison of Zardax and Curse of Ravenmere, that I can recall.  I expected to use more one page dungeons in the hexcrawl, but ended up rolling my own dungeons and lairs instead.

RunningLaser

Have run Rob's Blackmarsh for a little bit.  Think there was a Castle & Crusades starter module too, can't recall which offhand.  Did the same with Basic Fantasy- one of adventures from the Adventure Anthology.

christopherkubasik

#2
Quote from: Dave R;1032948What published OSR adventures have you actually played or run in?  Everything from settings to one page dungeons.

Stranger Storm from the original LotFP Referee book.
Tower of the Stargazer
God That Crawls
Death Frost Doom
Scenic Dunnsmouth

My players are currently in Qelong

Quote from: Dave R;1032948I've run Qelong (hexcrawl setting)
How did Qelong go for you? I ask because I found the setting compelling when I read it and couldn't wait to share it with my players. But I ended up finding the presentation of the material made it difficult to dig out the stuff I cared about. The hex crawl random encounters fell kind of flat. I'm adding in more and more of my own material and it is going better now. What was your experience?


Dave 2

Forgot one, Dyson's Delve.  I messed up which stairs went to which between two of the levels; instead of retconning I tried to cover by rotating the map compass from there down.  Not my proudest moment.

Quote from: ChristopherKubasik;1032956How did Qelong go for you? I ask because I found the setting compelling when I read it and couldn't wait to share it with my players. But I ended up finding the presentation of the material made it difficult to dig out the stuff I cared about. The hex crawl random encounters fell kind of flat. I'm adding in more and more of my own material and it is going better now. What was your experience?

The game went well and I was happy with it, but I should say I was using it as a base setting for a dungeon-delving hex-crawl from the start.  So first session I started them in a village with a rumor of a treasure in a dungeon just outside town, and we went from there.  The downside to that was I don't feel I fully brought out the ancient Cambodia feel of the setting, but the upsides were the players had fun and we always had something to do.

If I were to do it again I would get away from the premise of being foreign adventurers and make the party locals.  At the same time I would cut the class availability down to only local-appropriate classes instead of open-book as I did.

I think for the angle you're after (and I wouldn't say no to either), I would have to prep more NPCs ahead of time.  You can improv your way through a tiger-boat encounter when the dice bring it up, but taking the description seriously, a captain trying to hold his ship together long enough to find someone to sell his commission to is the kind of thing that could come straight to the players, or that they could run across the edges of in Qampong, without waiting for the dice to say so.

And I wonder, on very slim evidence, if that's actually how the author would run it.  Hite clearly got into the spirit of the OSR with this, but he's not exclusively an OSR guy.  And there's a line in the beginning about changing what you need to, that could be rule 0 boilerplate, or could be read as saying "make it interesting, regardless of the dice."

I did end up changing random encounters twice, not because I didn't like the entries, but because I didn't like that 2d10 bell curve.  A 1% chance of angry ghost for instance doesn't match the text about how common they are in the troubled times.  A bell curve, with the middle entry being "no encounter," has a certain elegance over "roll encounter chance, then roll encounter type," but 2d6 is about my limit for meaningful chances of seeing the encounters.

So I first renumbered all the tables as a simple list, and started using ACKS encounter chances.  Later when I had more time I reworked the ACKS' wilderness encounter tables to use Qelong monsters whenever possible, but still have the ACKS breakdown between types.

Chainsaw

#5
Swords & Wizardry
The Tomb of the Sea Kings (Lawson Bennett, Jimm Johnson)
The Mystic Cup of Gygax (Jimm Johnson, Steve Robertson)
The Tower of Babel (Jimm Johnson)
Operation Unfathomable (Jason Sholtis)

OSRIC
Ice Tower of the Salka (James Boney)
White Dragon Run (James Boney)
The Pod Caverns of the Sinister Shroom (Matt Finch)
Many Gates of the Gann (Guy Fullerton)
Sea Cliffs of Despair (Tony Rosten)
Desert Shrine of the Sightless Sisters (Keith Sloan)
Chasm of the Faceless King (Jeff Talanian)

Astonishing Swordsmen & Sorcerers of Hyperborea (AS&SH)
Beneath the Comet (Ben Ball)
Forgotten Fane of the Coiled Goddess (Joe Salvador)
The Black-Moss Hag of Lug (Jeff Talanian)
Charnel Crypt of the Sightless Serpent (Jeff Talanian)
Ghost Ship of the Desert Dunes (Jeff Talanian)
Rats in the Walls (Jeff Talanian)
Taken from Dunwich (Jeff Talanian)

JeremyR

Menagerie of the Ice Lord by Dylan Hartwell
Witch Mounds by Keith Sloan; Curse of the Witch Head, The Riddle of Anandi, The Chasm of the Damned by James Boney from Advanced Adventures
Mazestone Dungeon and The Warlords's Vault from Creation's Edge Games
Taken from Dunwich from North Wind Adventures
The Dungeon of Crows from Raven Crowking (only 2 parts)
The Lost Staves of Maurath and Fabled Curse of the Brigand Crypt from R. Lawrence Blake
Tomb of Rakoss the Undying
The Overrun Mines and Caverns of Ugard by Shane Ward
Tower of Skulls from Cut to the Chase Games
Witch of the Tariswoods and The Lunar Library of Thurindisar  by John Fredericks
Arsenal of the Warrior Princess from Starlight Games
The C&C version of The Secret of Smuggler's Cove

Philotomy Jurament

Dark Chateau (C&C, Rob Kuntz) - ran with AD&D
Secret of Smugglers Cove (C&C , Chris Doyle) - ran with AD&D
Pod Caverns of the Sinister Shroom (OSRIC, Matt Finch) - ran with AD&D
Curse of the Witch Head (OSRIC, James Boney) - ran with AD&D
Flaming Footprints of Jilanth (OSRIC, Andrew Hind) - ran with AD&D
Tower of the Black Pearl (1e version, Harley Stroh) - ran with AD&D, but HEAVILY modified it
Idol of the Orcs (LL, James Boney) - ran with AS&SH
Rats in the Walls (AS&SH, Jeff Talanian) - ran with AS&SH

Might be some others I'm not recalling. I generally roll my own stuff, though, and I tend to modify pre-written modules quite a bit when I do use them. Looking over that list, I realized that I'm much more likely to run modules when I run AD&D. I almost never use modules for my original D&D games.
The problem is not that power corrupts, but that the corruptible are irresistibly drawn to the pursuit of power. Tu ne cede malis, sed contra audentior ito.


AsenRG

Truth is, I don't know:)! Apart from the Knight's Tale and Miller's Tale for Dragon Warriors, I don't remember running anything pre-prepared. Maybe I've forgotten it, but it probably says a lot about how impressed I was;)!
Oh yeah, and I tried running an LotFP adventure after Pundit complained it's a negadungeon, but it's still in progress:p.

OTOH, GMs seldom announce the names of adventures. Well, with the exception of a GM who told us he has been running Attack of the Frawgs after we concluded it, because we asked.
But then I think we only asked him in order to make sure none of us would ever spend money on the same glorified railroad:D!
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Shit, quite a lot!

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