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What dead game would you resurrect?
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<blockquote data-quote="aramis erak" data-source="post: 9176732" data-attributes="member: 6779310"><p>I never bothered with post 3E Ravenloft... but original Ravenloft wasn't really about fighting anyone but Strahd and the progeny - it's a module, adventure, castle, but I'd not call it a dungeon - in no small part because the definitions in D&D OE and in Moldvay - my foundational text in D&D - strongly imply the labyrinth, a push-your-luck expedition into a maze or non-human dwelling system of caves... but Moldvay is explicit about the dungeon being underground. </p><p></p><p>In Castle Ravenloft, the best solution is to avoid and evade encounters. If you fight them all, Strahd's going to eat you.</p><p></p><p>Then again, WotC's rework of FR isn't really that faithful to former, but at least feels like they tried. </p><p>Spelljammer is totally new. It's got only the name and high concept in common.</p><p>It's not surprising to me at all that the Ravenloft modules were introducing non-ravenloft themes... the two I Ravenloft AL modules I played felt nothing at all like the Ravenloft of the 80's. </p><p></p><p>I've never considered G1-2-3 to be dungeons; they are modules, adventures, scanarios, and leave a lot of room for non-combat interactions. Something I noted as a novice GM in 1981. The dungeon term has implications of plot railroad, and that's pretty clearly intentional in OE... and in many of the modules, both proper dungeons and non, are very much plot railroads.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9176732, member: 6779310"] I never bothered with post 3E Ravenloft... but original Ravenloft wasn't really about fighting anyone but Strahd and the progeny - it's a module, adventure, castle, but I'd not call it a dungeon - in no small part because the definitions in D&D OE and in Moldvay - my foundational text in D&D - strongly imply the labyrinth, a push-your-luck expedition into a maze or non-human dwelling system of caves... but Moldvay is explicit about the dungeon being underground. In Castle Ravenloft, the best solution is to avoid and evade encounters. If you fight them all, Strahd's going to eat you. Then again, WotC's rework of FR isn't really that faithful to former, but at least feels like they tried. Spelljammer is totally new. It's got only the name and high concept in common. It's not surprising to me at all that the Ravenloft modules were introducing non-ravenloft themes... the two I Ravenloft AL modules I played felt nothing at all like the Ravenloft of the 80's. I've never considered G1-2-3 to be dungeons; they are modules, adventures, scanarios, and leave a lot of room for non-combat interactions. Something I noted as a novice GM in 1981. The dungeon term has implications of plot railroad, and that's pretty clearly intentional in OE... and in many of the modules, both proper dungeons and non, are very much plot railroads. [/QUOTE]
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