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Most Popular or Fun D&D 5E Adventure Module?

Hi everyone, not sure if this is an appropriate forum to ask this question in, but I am wondering which wizards of the coast D&D 5e Adventure Module is pretty popular or at least the most fun these days? I am looking to buy one and needed some advice. Thanks!
Following.  I suspect the answer from pure sales is the Lost Mines of Phandelver - it's great for an introductory campaign (not just a couple sessions).  I'd like to see another intro module of the same variety.
Jack said: Following.  I suspect the answer from pure sales is the Lost Mines of Phandelver - it's great for an introductory campaign (not just a couple sessions).  I'd like to see another intro module of the same variety. Yeah that's a good one. Any others you think are good?
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Gold
Forum Champion
Kinda depends on your style. I personally think Dungeon Of The Mad Mage is really fun & a fantastic value (like 20+ dungeon levels, so many monsters, traps, NPC's). However you need to know it's entirely Black-And-White maps, they have kind of an old-school D&D style on the maps. Also it's entirely dungeoneering, dungeon crawler, albeit there is a City within and every Level is different. Lots of environments, but all underground gameplay. Each of the other modules has different styles, gameplay, characteristics.  Some of them are a large "Sandbox".  Some of them have a choice of Branches through the module where any group/party does NOT play every adventure in the module, you choose your path such as doing 1 of 5 chapters, followed by Chapter 6 and 7.  The setting/atmosphere would be another thing to compare, 1 of the modules takes place in foreign planes of existance (off world).  One of them is entirely in the snow & winter & ice. What do you feel excited about initially?
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Gold said: Kinda depends on your style. I personally think Dungeon Of The Mad Mage is really fun & a fantastic value (like 20+ dungeon levels, so many monsters, traps, NPC's). However you need to know it's entirely Black-And-White maps, they have kind of an old-school D&D style on the maps. Also it's entirely dungeoneering, dungeon crawler, albeit there is a City within and every Level is different. Lots of environments, but all underground gameplay. Each of the other modules has different styles, gameplay, characteristics.  Some of them are a large "Sandbox".  Some of them have a choice of Branches through the module where any group/party does NOT play every adventure in the module, you choose your path such as doing 1 of 5 chapters, followed by Chapter 6 and 7.  The setting/atmosphere would be another thing to compare, 1 of the modules takes place in foreign planes of existance (off world).  One of them is entirely in the snow & winter & ice. What do you feel excited about initially? I'm leaning towards Dungeon of the Mad Mage, but also I like the Icewind Dale one. Thanks for all the feedback!
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Tiffany M.
Plus
Marketplace Creator
I don't think 'most fun' can be quantified. Rime of the Frostmaiden is scary. Descent into Averness is a bit more Mad Max Adventures. Every one is different in its kind of fun and every part is different in what kind of fun they like. Dungeon of the Mad Mage isn't really my cup of tea for example, but it's popular. I'd rather play RotF, but it's too scary for some other people's idea of fun.
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Munky
Roll20 Production Team
Marketplace Creator
Compendium Curator
Personally, my favorite adventure from the WotC modules was Tomb of Annihilation, and I would call some of the early parts of that campaign "fun". The first section of Port Naranzaru (probably spelled that wrong, whoops) is extremely fun, and truly feels like it puts the players into a new world of exploration. A lot of the side quests in that one are really fun and interesting as well, though towards the end of the campaign, once it get's into the end dungeon, that get's less "fun" and more "Annihilating", as the end is quite literally a mega dungeon crawl of death.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I really liked the Sunless Citadel (Tales from the Yawning Portal). Lots of opportunity for either negotiation and diplomacy, or murder hoboism. At least the main level. The lowest level is a let down after the one above.
I've really enjoyed running Out of the Abyss for almost four years now. It takes work to, well, make it work because it's not super well organized, but for me, I tend to alter any published adventure I run anyway, so the work to make OotA work didn't feel like any extra effort from what I would do for any other published adventure.
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Finderski
Plus
Sheet Author
Compendium Curator
keithcurtis said: I really liked the Sunless Citadel (Tales from the Yawning Portal). Lots of opportunity for either negotiation and diplomacy, or murder hoboism. At least the main level. The lowest level is a let down after the one above. I had fun with this one, too...but then I also modified it to fit my campaign (the lowest level was a lot of fun and lead to some great RP moments, because of the modification). I also used a different game system, so that could also have an impact as I don't know how it feels using D&D rules.
Curse of Strahd is popular and probably one of the more put together releases available here.  Dragon Heist could be a good choice if your party likes intrigue and mystery over murdering stuff.  I wouldn't really recommend Rime of the Frostmaiden.  It's very much like a computer RPG with tons of "go fetch this" or "go kill this" mini-quests.  From a player's perspective not a lot ties together until you've played for a long time.  Loot rewards are basically non-existent and it's easy for the party to get into a situation where they are vastly underpowered for the task at hand and risk TPKing.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I'm in Rime right now, and I agree that it could use some GM tinkering to tailor it for a particular play style. Or at least, My DM is telling me that he has been doing it. The biggest hurdle is that you are not on task from level one. You have to go through lower level grinding before you can apply yourself to what is perceived as the main quest. At the same time, those lower level quests do establish you as local heroes. I'm greatly enjoying it.
Jesse said: Curse of Strahd is popular and probably one of the more put together releases available here.  Dragon Heist could be a good choice if your party likes intrigue and mystery over murdering stuff.  I wouldn't really recommend Rime of the Frostmaiden.  It's very much like a computer RPG with tons of "go fetch this" or "go kill this" mini-quests.  From a player's perspective not a lot ties together until you've played for a long time.  Loot rewards are basically non-existent and it's easy for the party to get into a situation where they are vastly underpowered for the task at hand and risk TPKing. Thanks, a lot of useful information you shared here. I may go for another besides Rime of the Frostmaiden to start with. I would rather not do tinkering if i don't have to. 
Thanks a lot for all the feedback everyone who responded! I will take into account all this, seems like so many adventures are good, but I suppose it will also matter what I like, not just what other players like. 
I definitely second Dungeon of the Mad Mage... and for map purposes, there's a fellow on Reddit who has created beautiful color overlays for every single level. He accepts donations for access to the images. Well worth it!