Argyle King
Legend
Red Hand of Doom
If I could track down my players from the mid-80s and ask them what they thought of Isle of Dread, I imagine the response would be very negative. ("You just wander around fighting random dinosaurs for no real reason.")Yeah. It's why I distrust player reviews of adventures - they're really reviewing their DM.
Stone cold classics can be ruined by the wrong DM, and disastrous piles of writing can be rescued by a good DM.
And looking with DM eyes at an adventure you played and seen all the changes made can be so enlightening as to what a good DM can do!
Cheers!
I have similar stories with both Isle of Dread and Keep on the Borderlands.On the other hand, as an inexperienced, teenage DM I was presumably the target audience for the module, given I got it bundled with the Mentzer-version Expert set. So I'm not sure it was entirely my fault either.
I would say no on that, they’re all about too many cooks, freelancers, on all adventures since.Descent into Avernus is the nadir of Wizards' horde of freelancers strategy
They actually did pull back. The teams are a lot smaller after that one and Rime. (Not counting anthology products, of course).I would say no on that, they’re all about too many cooks, freelancers, on all adventures since.
It's inspired by Isle of Dread and Tomb of Horrors, certainly. But that's not a bad idea at all - as long as executed well.Isn’t ToA a very aggressively rehashed mashup of isle of dread and tomb of horrors? Always seemed like the idea to me.