I notice people tended to like the more open-ended games, like Curse, Death, and especially Pool (where you could sneak into the castle and fight the final boss right at the beginning...)
Pool: Really loved that one, so many chances to do things differently and delicious optional fights (the captain in the Buccaneer's Base?) and easter eggs (the fake Tyranthraxus has a longsword +5? Why? Oh well...) and silly minor dungeons.
Curse: That was good too, each 'section' had a different flavor, from plants-and-priests with Mo to drow and dragons with Dracandros to standard D&D mag beasts/aberrations with Dexam. Even (and this is subtle) the colors were different...
Secret: Ugh. I still am not sure I should have forced myself to finish the Eastern Crevasses past the frost giant village.
Pools: I'm a high-level junkie, as you may have noticed from my output
, so I enjoyed this one, and the apocalyptic threat was really kind of fun. About as close to a fantasy 'Wasteland' as you can get, honestly. I was kind of disappointed they didn't give the demons spell-likes, though I guess that would have been too much trouble. They did a great job with the society-building on the drow drawing on some of the well-known backstory of that race... and it was fun running into Sasha, Vala, and Marcus again. I still don't see why I couldn't have fought Bane. I mean, I'm 30th level, and this is 1st ed...OK...not even a demon prince?
Champions: My first Goldbox game, and some nostalgia for that reason. (I honestly thought I'd fight Takhisis at the end!) The whole military thing actually kind of ticked me off...if I wanted to follow orders from a commander I'd have joined the army. And Myrtani's bit of pre-final-fight boasting is still my fave (I am done fencing with you through my minions. Now you face the master. Prepare for your doom.
And there was some nice dramatic tension...the vaguely Nazi-like atrocities with the slaves reminds you these really are the bad guys.
Death: I always thought this was an awfully underappreciated game, until I saw the polls...the morbid humor (not only will you lose your loved ones, they will be reanimated from the dead and come to kill you
...only in fantasy, folks), the 'night of the living dead' feel others have mentioned, the genuinely tough dave's challenge at the end...the spectral dragon? oy!
Dark: Yeah, I'm a high-level junkie, so of course this one was fun. It was interesting how the linearization of XP at very high levels basically meant you had to have single-class MUs even though multi-classing is much more feasible in the Krynn games. I was a little disappointed I didn't get to fight the Dark Queen and have a chance of winning. Of course this had all sorts of great bits like the underwater combat (has anyone figured out how to do this in FRUA? Is there a hidden byte somewhere? Apparently all the fire spells still have it coded in...) and, oh god, the spellcasters actually have precast spells (making one wizard a pretty dangerous foe, restoring some of the awe associated with the type I always thought was lacking when you could just drop a fireball on them). The Abyss was great too...the wrong icons, the options that make no sense, the endless wraparound plain with the wall you can only find at a certain time and only walking in a certain direction...physically impossible but that's exactly the point, isn't it, the place is unnatural?
Gateway: I dunno. The ending fight was clever but I didn't think that much of the rest of the game. As people have said, the overland fights were dumb. The elemental theme was nice but underused.
Treasures: Underappreciated, I think...the red, blue, and green crystals were a clever mechanic (I had a heck of a time killing the Zhents first) and the lucky papers were fun. The gender equity was also nice (how come there are no female enemies elsewhere? Seems to me if you're going to have amazons helping you in every game you should have bad gals too). And I rather enjoyed the multiplicity of human enemies (all that loot!), and Farr Windward.