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Reading & Running old D&D adventure/delves... Am I missing something?
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<blockquote data-quote="Celebrim" data-source="post: 6265154" data-attributes="member: 4937"><p>I'd say run Castle Ravenloft. It plays very well as a dungeon crawl because its literally the best designed map in the history of the hobby. You won't be able to go too far wrong with it even as a novice. There is plenty of atmosphere, mystery, puzzles, and so forth. Just don't be too surprised if novices end up all dead.</p><p></p><p>I could probably give you a list of about 20 changes to make in it to improve the game and story for novices if you are serious about running it. Some people have already made some of them. </p><p></p><p>For example, I fully agree that the Crypt level is redundant, not compelling enough, and grinds the story to a halt when the players finally breach it. It breaks the rule in story telling that you should have rising action leading up to a climax. The crypt is like you are getting to a climax and then you have this meandering 4 chapter sequence of minor events unrelated to the main story that don't even tie up plot threads. I don't believe the Crypt should be eliminated because the teleport puzzle is cool and perfectly in keeping with the spirit of the rest of the dungeon, but the crypt could be about 1/4 of its size and it would still seem quite large to the players</p><p></p><p>The Crypt is a good example though of how the design of I6 isn't fully departed from what was then 'old school' but a somewhat imperfect mix. There are still many elements of the design that are 'tournament style' and these end up being in conflict with its designs on being a story generator. Fortunately, the tournament style elements that makes I6 in my opinion more of a meat grinder than even the infamous Tomb of Horrors are easily removed. Keep them in only if your running I6 for several groups and want to score which does the best. The ones that immediately come to mind are the Green Slime over the castle gates, the Gargoyles in the entry chamber, the larger portion of the Crypt (particular because the PCs have no real ability to make meaningful choices among the many, some clues elsewhere in the castle would be in order), and arguably the walls that are thrown up that prevent the PC's from leaving Bavaria (though those might be left in for the sake of atmosphere, though its worth noting I've never had a player encounter them in game). </p><p></p><p>My strongest advice would be to add a level to what you think should be the level of every character in the adventure. As written for the indicated levels, the module is beyond brutal. I personally feel that played straight, any DM with a little experience can easily defeat a party of the indicated levels every single time. In fact, I generally find that at some point Strahd is just toying with the PCs. With novices, you might also want to replace Strahds lethal energy drain ability with a less lethal blood drain ability.</p><p></p><p>Anyway, so your instincts are good. Run Castle Ravenloft and for now stop paying so much attention to the grognards arguing finer points of GMing anything else.</p><p></p><p>More tips if you want them.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6265154, member: 4937"] I'd say run Castle Ravenloft. It plays very well as a dungeon crawl because its literally the best designed map in the history of the hobby. You won't be able to go too far wrong with it even as a novice. There is plenty of atmosphere, mystery, puzzles, and so forth. Just don't be too surprised if novices end up all dead. I could probably give you a list of about 20 changes to make in it to improve the game and story for novices if you are serious about running it. Some people have already made some of them. For example, I fully agree that the Crypt level is redundant, not compelling enough, and grinds the story to a halt when the players finally breach it. It breaks the rule in story telling that you should have rising action leading up to a climax. The crypt is like you are getting to a climax and then you have this meandering 4 chapter sequence of minor events unrelated to the main story that don't even tie up plot threads. I don't believe the Crypt should be eliminated because the teleport puzzle is cool and perfectly in keeping with the spirit of the rest of the dungeon, but the crypt could be about 1/4 of its size and it would still seem quite large to the players The Crypt is a good example though of how the design of I6 isn't fully departed from what was then 'old school' but a somewhat imperfect mix. There are still many elements of the design that are 'tournament style' and these end up being in conflict with its designs on being a story generator. Fortunately, the tournament style elements that makes I6 in my opinion more of a meat grinder than even the infamous Tomb of Horrors are easily removed. Keep them in only if your running I6 for several groups and want to score which does the best. The ones that immediately come to mind are the Green Slime over the castle gates, the Gargoyles in the entry chamber, the larger portion of the Crypt (particular because the PCs have no real ability to make meaningful choices among the many, some clues elsewhere in the castle would be in order), and arguably the walls that are thrown up that prevent the PC's from leaving Bavaria (though those might be left in for the sake of atmosphere, though its worth noting I've never had a player encounter them in game). My strongest advice would be to add a level to what you think should be the level of every character in the adventure. As written for the indicated levels, the module is beyond brutal. I personally feel that played straight, any DM with a little experience can easily defeat a party of the indicated levels every single time. In fact, I generally find that at some point Strahd is just toying with the PCs. With novices, you might also want to replace Strahds lethal energy drain ability with a less lethal blood drain ability. Anyway, so your instincts are good. Run Castle Ravenloft and for now stop paying so much attention to the grognards arguing finer points of GMing anything else. More tips if you want them. [/QUOTE]
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