I have been trying to get my players back into RA since 2003. Managed it once or twice but the old adage of once bitten twice shy applies. They know it is lurking there daring them to return but have been too traumatized. I like it but think Tomb of Abysthor is a more manageable dungeon.
Or simply annoy the players and frustrate them more and more. We got so annoyed we ended up giving the npc to Stradh as we were over the adventure. We had fun but in the end we gave up on it.
I know it probaby isn’t a popular option but CoS is a very poorly executed adventure. The original Ravenloft was great and designed for levels 5-7. Padding it out and making it for levels 1-10 was a bad, bad decision which simpy makes a very frustrating experience for many players (including...
Consequences and (hopefully) a funny story. Some of our fondest gaming memories as a group start with remember when x failed to... and y happened.
There is an old saying $hit happens.
Lord entril wrote:
For many people, complexity takes away from the fun, it does not add to it.
I agree regaridng complexity- it is getting the balance and indeed in 5E they have overall done a good job by keeping skills more general and less "crunchy"
Lord entril wrote:
"The thing is...
100% agee Vincent55. IMO overland travel rules are pathetic in 5e and this edition has taken this aspect of the game away from both in the wilderness and dungeon. Been playing 40 years and this edition handwaves what can be a fun part of the game. Ranger +goodberry + baseline overnight healing...
I ran it a couple of years ago in 5e, converted on the fly, party was 6-10 level. Plenty of room to add outdoor areas as well to get them up a lvel or two before the main event- but made for a fun few months of gaming.
I like 3-4+ year campaigns if i can manage it, my Saltmarsh/Greyhawk game entering year number 3 with charactres from 8th-11th levels.
I don't have nay overarching gals, jsut want advenures to grow organically out of the characters choices and adventures they choose to do. We continue till A...
1983-1990 AD&D
1991-2002 AD&D/ 2E. Like many I ran a hybrid of both games.
2002-2004- 3E- till I grew completely frustrated with trying to DM it and refused to DM any more and gave my players and ultimatum- C&C or nothing.
2004-2013 Castles and Crusades/ 2E- going from one to another, mainly...
My current campaign has diverted into the underdark using a couple of dungeon mag adventures. Iron Orb of the Duergar (D46- I think) and now Kingdom of the Ghouls (D70) which are both adventures I've always been wanted to run. Really enjoying DMing the latter.
We used them (mainly for saves vs spells or really, really long falls) and found them a good way to cull the players magic item hoard out over time.
Two reason not to cast a 1e fireball indoors.
Likelihood of engulfing the whole party- how many 10x10 squares was that again?
Any magic items on...