This may have been my review

(
HERE). Just to be clear about that one, it was one of my favorite adventures that I remembered running, but I also recalled needing to make a lot of adjustments to it to get it to function (it has a lot of issues, particularly with the way it structures things around its boxed text). Also the aim of those reviews were to run my players, who didn't live through that era, through Ravenloft as I remember running it at the time (to give them a sense of the history of play). So I was embracing even elements I would think of as bad today, like Railroads, while trying to extract the value that people would have seen in them in the time. Normally I am more of a sandbox GM. So going back and doing that, took a bit of discipline to run as written. What I learned was, even though this isn't how I would run things normally today, there were things the game could do well, if you leaned them (I think one thing I identified was the railroad in Mordenheim's Bride (the adventure that comes before) helps create a really strong sense of mood. Now that comes at the expense of player freedom, and at the cost of things being quite linear, so it isnt' what I would call ideal. But my aim was to approach the review more like history (so I wasn't saying if you take this adventure and run it as written with your current group it is going to be fire or anything)