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DMs Guild Treasures: 5 BECMI Modules That Deserve the Big Book Treatment
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<blockquote data-quote="guachi" data-source="post: 7927593" data-attributes="member: 6785802"><p>I've played B7, B10, X2, X4, and X5 in 5e. I ALMOST got a campaign to X10 but it fell apart.</p><p></p><p>B7 was okay but not great. B10 was outstanding and easily the most fun module I've ever run. X2 was a surprising success, especially after you tell them the module is a bit silly and just to go with it. Great fun. X4 and X5 the players really liked the cross country travel and I had set The Master up as a bad guy so they were keen to take him out.</p><p></p><p>If I could choose one it would be B10. The way I ran it had a good flow from combat/exploration and the social resting between (and good for me as I could mentally relax from tracking combat). It had my single favorite scene in the inn run by the halfling in the elven town. One of the PCs was a dwarf and she was game to act out a song that appears in the Five Shires Gazetteer. The player actually acted out the silly parts herself and the players lustily pounded the table at the right time.</p><p></p><p>EDIT: Why is B10 so great? It's not really obvious (at least it wasn't to me) from reading the module initially. And this is from someone who loves Mystara. It only became apparent after prepping it. The module is wonderfully episodic and very modern in design. Everything makes sense and has a purpose for being there so it's MUCH easier to run. There's great pacing between the three pillars. The NPC descriptions are short but enough I had something to go with. There are no endless background descriptions of the NPCs and yet I had a very easy time running the good-guy NPCs. There are tons of mini-adventures that can be used or ignored and most fit great into a single adventuring day and, therefore, work great in 5e. The adventure works great for its intent of bridging the Basic series of dungeon crawls and the Expert level wilderness. </p><p></p><p>The players had a real sense of accomplishment in defending the homestead, finding the missing brother, defeating the werewolf, curing the elf who was stricken with lycanthropy (I made it much harder than by the rules), FINALLY selling the Macguffin white horses, solving the trap in the Tombs on the Ridge before I even finished the description, escaping the gnoll horde, making it to hidden valley, figuring out the politics in the valley, and the epic final battle against the multi-tentacled creature that saw five of six characters drop to zero HP.</p></blockquote><p></p>
[QUOTE="guachi, post: 7927593, member: 6785802"] I've played B7, B10, X2, X4, and X5 in 5e. I ALMOST got a campaign to X10 but it fell apart. B7 was okay but not great. B10 was outstanding and easily the most fun module I've ever run. X2 was a surprising success, especially after you tell them the module is a bit silly and just to go with it. Great fun. X4 and X5 the players really liked the cross country travel and I had set The Master up as a bad guy so they were keen to take him out. If I could choose one it would be B10. The way I ran it had a good flow from combat/exploration and the social resting between (and good for me as I could mentally relax from tracking combat). It had my single favorite scene in the inn run by the halfling in the elven town. One of the PCs was a dwarf and she was game to act out a song that appears in the Five Shires Gazetteer. The player actually acted out the silly parts herself and the players lustily pounded the table at the right time. EDIT: Why is B10 so great? It's not really obvious (at least it wasn't to me) from reading the module initially. And this is from someone who loves Mystara. It only became apparent after prepping it. The module is wonderfully episodic and very modern in design. Everything makes sense and has a purpose for being there so it's MUCH easier to run. There's great pacing between the three pillars. The NPC descriptions are short but enough I had something to go with. There are no endless background descriptions of the NPCs and yet I had a very easy time running the good-guy NPCs. There are tons of mini-adventures that can be used or ignored and most fit great into a single adventuring day and, therefore, work great in 5e. The adventure works great for its intent of bridging the Basic series of dungeon crawls and the Expert level wilderness. The players had a real sense of accomplishment in defending the homestead, finding the missing brother, defeating the werewolf, curing the elf who was stricken with lycanthropy (I made it much harder than by the rules), FINALLY selling the Macguffin white horses, solving the trap in the Tombs on the Ridge before I even finished the description, escaping the gnoll horde, making it to hidden valley, figuring out the politics in the valley, and the epic final battle against the multi-tentacled creature that saw five of six characters drop to zero HP. [/QUOTE]
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