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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: 9371693" data-attributes="member: 85555"><p>My point is there is actually value in going back to historical modules and running them on their own terms, not simply updating them for 5E or for a more current style of play. That is how I have approached them.</p><p></p><p>They can also be updated of course. Most of the updating I would do though is in fairly simple things like reducing some of the railroading, fleshing out areas not well explained, and just expanding the material in general. Something like Feast of Goblyns, I would say can be run straight with little issue. But probably the best way to use Feast of Goblyns if you want to get the most out of it for your current campaign, is canabalize it for parts and use it as a setting supplement. Pretty much all of the locations are useable (I have taken most of them and plunked them into campaigns using completely different systems).</p><p></p><p>When it comes to how we approached them back in the day, you had to read each module 2-3 times. It was also very advisable to use post it notes, make modifications where needed to fit the module to the events of your current campaign, etc. The biggest problem I have found with Ravenlfot modules going back to them are: 1) railroading (this was just part of the era) and 2) mistakes or oversights that lead to confusion. On 2 they put out way way more content back then (tons of modules and supplements for multiple settings, plus bucket loads of novels. I think a lot of little details got missed in many of the 90s models that could make them more of a challenge to run. However I remember being quite accustomed to bumping into these oversights and making the necessary adjustments. I noticed this was especially the case in Book of Crypts when I ran it. Still it had some great adventures in it. Bride of Mordenheim is certainly a railroad. But if you engage it on those terms, it does hit a highly dream-like gothic atmosphere that works nicely (I think if yo u do this though, you need to explain this fact to the players before hand, which is what I did). There are a couple of other very solid adventures in there, couple of stinkers and some that have pretty odd errors (I wrote a review here a couple of years ago). Also a lack of consistency in the setting. They kept going back and forth on certain things, like what the world of Ravenloft was called by the locals.</p><p></p><p>One thing I will say, if you use the 90s models, you are much better off using the 2E system. I know a lot of peopel don't want to play with this one. But I have run the 90s material with later editions and with 2E. The difference is night and day. Those old modules are definitely intended to be run using TSR era rules (and it highly impacts the feel if you don't use them). Also this is so much less work than adapting them to newer editions</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9371693, member: 85555"] My point is there is actually value in going back to historical modules and running them on their own terms, not simply updating them for 5E or for a more current style of play. That is how I have approached them. They can also be updated of course. Most of the updating I would do though is in fairly simple things like reducing some of the railroading, fleshing out areas not well explained, and just expanding the material in general. Something like Feast of Goblyns, I would say can be run straight with little issue. But probably the best way to use Feast of Goblyns if you want to get the most out of it for your current campaign, is canabalize it for parts and use it as a setting supplement. Pretty much all of the locations are useable (I have taken most of them and plunked them into campaigns using completely different systems). When it comes to how we approached them back in the day, you had to read each module 2-3 times. It was also very advisable to use post it notes, make modifications where needed to fit the module to the events of your current campaign, etc. The biggest problem I have found with Ravenlfot modules going back to them are: 1) railroading (this was just part of the era) and 2) mistakes or oversights that lead to confusion. On 2 they put out way way more content back then (tons of modules and supplements for multiple settings, plus bucket loads of novels. I think a lot of little details got missed in many of the 90s models that could make them more of a challenge to run. However I remember being quite accustomed to bumping into these oversights and making the necessary adjustments. I noticed this was especially the case in Book of Crypts when I ran it. Still it had some great adventures in it. Bride of Mordenheim is certainly a railroad. But if you engage it on those terms, it does hit a highly dream-like gothic atmosphere that works nicely (I think if yo u do this though, you need to explain this fact to the players before hand, which is what I did). There are a couple of other very solid adventures in there, couple of stinkers and some that have pretty odd errors (I wrote a review here a couple of years ago). Also a lack of consistency in the setting. They kept going back and forth on certain things, like what the world of Ravenloft was called by the locals. One thing I will say, if you use the 90s models, you are much better off using the 2E system. I know a lot of peopel don't want to play with this one. But I have run the 90s material with later editions and with 2E. The difference is night and day. Those old modules are definitely intended to be run using TSR era rules (and it highly impacts the feel if you don't use them). Also this is so much less work than adapting them to newer editions [/QUOTE]
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