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The thread where I review a ton of Ravenloft modules
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<blockquote data-quote="Bedrockgames" data-source="post: 9336749" data-attributes="member: 85555"><p>Ravenloft in 2e has many of the 2E era issues. but I will say Feast of Goblyns always worked great for me. I love werewolf movies and adventures and it was pretty solid (whether run straight through which is admittedly more of a challenge, or taken in parts ----pretty much all of the locations I have canalized into other campaigns with success). But with Ravenloft there are often hiccups or glitches you need to smooth over (or simply accept them as a conceit I suppose). Most Ravenloft modules, I tend to take portions of for parts. There are also some heavily railroaded adventures. They were written for a very different style of play. I recently re-ran Book of Crypts, which is an anthology adventure. And one thing I liked about meeting it on its own terms (I just ran it straight) was the sense of dream like atmosphere). But it did annoying things I normally wouldn't do in a campaign these days. Also with Feast of Goblyns you have to lean heavily into the "wandering major encounter concept" to get the most out of it I find </p><p></p><p>In terms of realism, they are basically aiming for hammer and universal levels handwaviness I think. </p><p></p><p>Some of the stronger entries for modules I remember were Night of the Walking Dead, Feast of Goblyns, The Created (this has serious railroad issues but is a cool adventure otherwise), and Castles Forlorn. Adam's Wrath had lots of cool parts but I wasn't as into the main adventure. Ship of Horror also had good parts but I recall not wanting to run the adventure straight through as much. I don't remember it very well, but I have fond memories of Dark of the Moon (not sure how well it holds up). Some adventures I remember enjoying with my group but the premise may have been overly heavy handed (From the Shadows for Example, if I recall requires the players have their heads cut off by the headless rider as the hook). A lot of the stuff was from that GM as storyteller era and came with the baggage that can have. </p><p></p><p>If you want good fodder for adventures, I suggest going with the van richten books and taking inspiration from them for monster hunts.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9336749, member: 85555"] Ravenloft in 2e has many of the 2E era issues. but I will say Feast of Goblyns always worked great for me. I love werewolf movies and adventures and it was pretty solid (whether run straight through which is admittedly more of a challenge, or taken in parts ----pretty much all of the locations I have canalized into other campaigns with success). But with Ravenloft there are often hiccups or glitches you need to smooth over (or simply accept them as a conceit I suppose). Most Ravenloft modules, I tend to take portions of for parts. There are also some heavily railroaded adventures. They were written for a very different style of play. I recently re-ran Book of Crypts, which is an anthology adventure. And one thing I liked about meeting it on its own terms (I just ran it straight) was the sense of dream like atmosphere). But it did annoying things I normally wouldn't do in a campaign these days. Also with Feast of Goblyns you have to lean heavily into the "wandering major encounter concept" to get the most out of it I find In terms of realism, they are basically aiming for hammer and universal levels handwaviness I think. Some of the stronger entries for modules I remember were Night of the Walking Dead, Feast of Goblyns, The Created (this has serious railroad issues but is a cool adventure otherwise), and Castles Forlorn. Adam's Wrath had lots of cool parts but I wasn't as into the main adventure. Ship of Horror also had good parts but I recall not wanting to run the adventure straight through as much. I don't remember it very well, but I have fond memories of Dark of the Moon (not sure how well it holds up). Some adventures I remember enjoying with my group but the premise may have been overly heavy handed (From the Shadows for Example, if I recall requires the players have their heads cut off by the headless rider as the hook). A lot of the stuff was from that GM as storyteller era and came with the baggage that can have. If you want good fodder for adventures, I suggest going with the van richten books and taking inspiration from them for monster hunts. [/QUOTE]
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