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<blockquote data-quote="timbannock" data-source="post: 8697936" data-attributes="member: 17913"><p>If the effort was made to make Castle Greyhawk a really solid puzzle dungeon, I could see it working. That's my biggest wish, and also something that I think is fairly unique and has a lot of fertile ground, especially with WOTC's resources. They didn't do anything "new" with the castle part of Castle Ravenloft with CoS, so it'd be easy to make it feel different.</p><p></p><p>But...</p><p></p><p></p><p>This is why I doubt anything truly great will be done with Castle Greyhawk anytime soon. For all of the good things WOTC has done with their adventures, dungeon-crawling simply isn't one of their strengths. And puzzles, too. They are great at self-referential stories, epic scope campaigns, and, on occasion, they do a decent job of making certain set-piece locations really wild and out there. But they never seem to maximize that, and they certainly don't capitalize on it.</p><p></p><p>Castle Ravenloft: almost a word-for-word reprint of the actual physical parts of the castle; very few puzzles, just moody rooms.</p><p></p><p>Avernus: the whole "Mad Max in Hell" idea was great, but there was almost no purpose to it in the arc of the adventure.</p><p></p><p>Out of the Abyss: Gravenhollow was just a "poke around the library" scene, and the big rumble with the demon lords was entirely handwaved as far as locations.</p><p></p><p>Storm King's Thunder: Mostly just larger dungeon rooms; very few unique layouts. Absolutely zero terrain/battle map info in the open world sandbox portion of the adventure. I don't recall a single puzzle in the whole adventure, just a mystery of who killed who (and it wasn't even that important).</p><p></p><p>And I could go on. There's a lot I like about the adventures despite all the complaining, but...I don't see them ever using Castle Greyhawk for anything interesting.</p></blockquote><p></p>
[QUOTE="timbannock, post: 8697936, member: 17913"] If the effort was made to make Castle Greyhawk a really solid puzzle dungeon, I could see it working. That's my biggest wish, and also something that I think is fairly unique and has a lot of fertile ground, especially with WOTC's resources. They didn't do anything "new" with the castle part of Castle Ravenloft with CoS, so it'd be easy to make it feel different. But... This is why I doubt anything truly great will be done with Castle Greyhawk anytime soon. For all of the good things WOTC has done with their adventures, dungeon-crawling simply isn't one of their strengths. And puzzles, too. They are great at self-referential stories, epic scope campaigns, and, on occasion, they do a decent job of making certain set-piece locations really wild and out there. But they never seem to maximize that, and they certainly don't capitalize on it. Castle Ravenloft: almost a word-for-word reprint of the actual physical parts of the castle; very few puzzles, just moody rooms. Avernus: the whole "Mad Max in Hell" idea was great, but there was almost no purpose to it in the arc of the adventure. Out of the Abyss: Gravenhollow was just a "poke around the library" scene, and the big rumble with the demon lords was entirely handwaved as far as locations. Storm King's Thunder: Mostly just larger dungeon rooms; very few unique layouts. Absolutely zero terrain/battle map info in the open world sandbox portion of the adventure. I don't recall a single puzzle in the whole adventure, just a mystery of who killed who (and it wasn't even that important). And I could go on. There's a lot I like about the adventures despite all the complaining, but...I don't see them ever using Castle Greyhawk for anything interesting. [/QUOTE]
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