Well, I see I forgot to press "Post" on this last night. Will get back to the SW discussion that has taken over this thread in a bit.
I don't need more cultists performing a doomsday ritual...
I'm going to go way off topic here to complain that the stereotypical cultists performing a doomsday ritual never feel like real people to me, and I always have to find a way to make them more believable. A lot of the time, that's not possible, and I just can't use the material.
This is related to my irritation with modules that have a BBEG who is always "Insane!" or "Crazed!" I think there was a LOT of this in 3e, and quite a bit in 4e as well. Like, can we come up with a plausible motivation for villains to do what they do?
Circling back to the topic at hand, this is my caveat to the "this has been done to death" problem. IMO, what "done to death" usually signifies is that there is a glut of half-assed, poorly executed, derivative knock offs. Stuff that is done really
well never gets old. It's why we can re-use the great modules, or read great books or watch great movies over and over. It's why I can enjoy different theatrical and cinematic productions of Shakespeare's plays. It's why I have a playlist that includes nine different covers of "House of the Rising Sun."
Like every single island, even if its a snow covered in the mountains "ya, but that adventure is no Isle of Dread..." huh?
This kind of relates to my point. Isle of Dread is ... ok. It is decent, but not brilliant. The reason it gets as much attention as it does is that it is really the only mainstream, honest-to-god hexcrawl that everybody knows about (shut up, nobody has heard of Wilderlands of High Fantasy, and that's really a setting anyway). Is far as I can tell, most of the knockoffs of IoD aren't remotely like IoD because, whatever setting flavour they might have, they don't use the hexcrawl mechanic, and a huge part of the experience of IoD is the hexcrawl exploration mechanic. So this is a glut of half-assed, poorly executed, derivative knock offs that actually aren't like the original at all.
Isle of Dread works because its setting and design creates an environment where players expect to be exploring uncharted areas - it is
literally uncharted in-game - and the module revolves around the pleasure of exploration and discovery. This is very different from the "points of light" aesthetic where PCs are generally traveling to a known destination along roads. If you make an Isle of Dread that is a poincrawl, it is not an Isle of Dread.
I would love to see more self-contained hexcrawl modules that thought hard about why the players would want to engage in them. Isle of Dread could definitely be done better, but it does have a lot of good elements. The players start out with a map of the coast, so they already have a decision to make as to where to land, which gets them in the right frame of mind to think about the impact their choices will make on their exploration. If they land near the villages, there are paths to guide them for a ways as they get a feel for the exploration mechanic. And then, as they move into the interior, the path ends - but it ends in a place where the presence of a lake means there are only two logical choices as to how to proceed. And there are big landmarks to orient them, and to suggest an ultimate destination if they can beat a path to it.
On the other hand, if they land nowhere near the villages, where it is clear that there are no roads, they have already decided that they are ok with that sort of exploration. And the position of the sea, and the mountains, and the giant mountain in the middle, tends to funnel them in a particular direction, so they always have some information to inform their decisions, and they are not paralyzed with limitless choices.
I think I've sort of talked myself into liking IoD more, now that I think about it. But it is a shade to empty, and IIRC a lot of the encounters aren't particularly interesting. But I'm going to re-read it now.