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Ravenloft - your experiences?
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<blockquote data-quote="billd91" data-source="post: 1982993" data-attributes="member: 3400"><p>Awesome. I was working on a conversion myself (version 3.5) to run after the PCs finish with Scourge of the Slavelords (so I'm expecting 4-6 8th-9th level PCs). I'm taking some liberties though because I'm planning on stained glass golems in the church and using caryatid columns instead of iron golems. Maybe when I'm done, I'll get a chance to link it on the boards for discussion.</p><p></p><p>But with the discussion at hand, I've run Ravenloft twice so far, once in 1st edition, once in 2nd (the only really germaine difference was having a specialty priest who was really good at turning undead). </p><p></p><p>The first time, one of the player's girlfriend's was along as a player and that ended up being pretty disruptive. She wasn't really into it and the boyfriend player, normally very good, was highly distracted. </p><p>In both cases of running it, I ended with a TPK that led into I10 and the fever-induced deliriums and confusion about which reality is the right one. In the first running, we didn't get far before interest waned in continuing the adventure (largely due to the distractions). </p><p>But in the 2nd case, we finished that adventure off too. </p><p>Overall, the main module I6 pretty much defines classic D&D modules (along with the A series) and is well worth playing. I used Strahd to harass the characters continually, particularly when he managed to catch lone PCs. Eventually, they were whittled down that a single stand-up fight took them down.</p><p>THe House of Strahd update for 2nd edition, unfortunately, doesn't stack up as well. There were some changes made to it that just don't feel right. I don't have them committed to memory, but in my conversion research and comparing I6 to House, House makes some changes that just don't feel right.</p><p></p><p>When I run Ravenloft in upcoming months, it will just be I6, no I10. Hopefully, my players will have so much fun that they'll forgive me.</p></blockquote><p></p>
[QUOTE="billd91, post: 1982993, member: 3400"] Awesome. I was working on a conversion myself (version 3.5) to run after the PCs finish with Scourge of the Slavelords (so I'm expecting 4-6 8th-9th level PCs). I'm taking some liberties though because I'm planning on stained glass golems in the church and using caryatid columns instead of iron golems. Maybe when I'm done, I'll get a chance to link it on the boards for discussion. But with the discussion at hand, I've run Ravenloft twice so far, once in 1st edition, once in 2nd (the only really germaine difference was having a specialty priest who was really good at turning undead). The first time, one of the player's girlfriend's was along as a player and that ended up being pretty disruptive. She wasn't really into it and the boyfriend player, normally very good, was highly distracted. In both cases of running it, I ended with a TPK that led into I10 and the fever-induced deliriums and confusion about which reality is the right one. In the first running, we didn't get far before interest waned in continuing the adventure (largely due to the distractions). But in the 2nd case, we finished that adventure off too. Overall, the main module I6 pretty much defines classic D&D modules (along with the A series) and is well worth playing. I used Strahd to harass the characters continually, particularly when he managed to catch lone PCs. Eventually, they were whittled down that a single stand-up fight took them down. THe House of Strahd update for 2nd edition, unfortunately, doesn't stack up as well. There were some changes made to it that just don't feel right. I don't have them committed to memory, but in my conversion research and comparing I6 to House, House makes some changes that just don't feel right. When I run Ravenloft in upcoming months, it will just be I6, no I10. Hopefully, my players will have so much fun that they'll forgive me. [/QUOTE]
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