[Diablo][RPGA] Grudge Match

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[Diablo][RPGA] Grudge Match

Postby Big Mac » Sun Sep 17, 2017 3:21 pm

Has anyone played the RPGA Adventurer's Guild module for Diablo II called Grudge Match?

According to the Arcaeum's Adventurer's Guild Index, it links into Diablo II: The Awakening.

What do you think of the adventure? How well does it fit into The Awakening? Is it a prequel to that or a sequel?

Is Grudge Match related to anything that happens in the Diabo II computer game (or another Diablo computer game) or is it something new to D&D?
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Re: [Diablo][RPGA] Grudge Match

Postby Alzrius » Wed Sep 20, 2017 2:23 am

Looking my copy of the PDF over, this is a mini-module that's meant to act as an introduction to the AD&D 2E incarnation of Diablo II. It opens with a notation about how this adventure plays differently from most adventures, and includes large sections of rules summarizing and reprinting material from Diablo II: The Awakening, and includes unnamed sample characters for the players to run.

The adventure is named Grudge Match because its opening presentation is that the PCs have tracked down the monsters that destroyed their hometown while they were away doing an errand for the mayor of a nearby village. They've now tracked the monsters responsible for the massacre to an abandoned temple, and are getting ready to settle the score.

Despite this, the adventure flat-out says that it's meant to be run in a manner similar to the computer game, to the point where it says that when PCs die, they vanish (leaving their gear behind) and respawn nearby, complete with non-magical copies of their gear and their spells replenished! The book says that if you want, you can "step a little outside the box" and run the adventure like a real campaign, tracking XP gained and such. That makes it pretty clear that this isn't intended to be the start of something greater, unto itself.
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Re: [Diablo][RPGA] Grudge Match

Postby apotheot » Sat Oct 14, 2017 7:03 am

I ran it a little over a year ago. Everything Alzrius says is correct, and as a 'tabletop version of the computer game' it was VERY slow to play. Virtually everything required multiple rolls. There was also very little plot to go on, even compared to the other Adventurers Guild modules. Good to have for completion, but not the best adventure in the world.
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Re: [Diablo][RPGA] Grudge Match

Postby Havard » Sat Oct 14, 2017 7:16 pm

I have to say that some of these design decisions seem a little weird. I guess there's nothing wrong with experimenting a little in an RPGA module, but I wonder why anyone would want to use an RPG to simulate such video-gamish features as characters respawing etc?

I am wondering how much Blizzard had to say over these products.

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