Dungeons & Dragons, which was generally well received, earning the 2016 ENnie Awards for Best Adventure and Best Art/Cover and runner up for Product of the Year. ReceptionRavenloft won one award, and was included on two "best of" lists. In 1984, it won the Strategists' Club Award for Outstanding Play Aid. The book Dungeon Master For Dummies chose the module as one of the ten best classic adventures, saying it is "perhaps our favorite D&D adventure of all time", Ravenloft "takes the Dracula legend and gives it a D&D spin", and praised the detailed yet concise plot and isometric maps. The book also claims that Ravenloft "inspired game designers and Dungeon Masters to take the art of adventure to the next level." In 2004, on the 30th anniversary of the Dungeons & Dragons game, Dungeon magazine ranked the module as the second greatest Dungeons & Dragons adventure of all time—behind Queen of the Spiders. The editor of Dungeon praised the placement of treasure, and Strahd's motivation was described as "a brilliant way to let fate drive the plot and evoke the mystery and mystique of Barovia". Bill Slavicsek, director of Wizards of the Coast's RPGs and Miniatures department, noted that it was the first adventure to "mix tone, story, and dungeon crawl" in a module, and game designer Andy Collins agreed. Clark Peterson, president of Necromancer Games, singled out the maps and Strahd for praise, saying the vampire is "perhaps one of the best villains of all time". Author John Rateliff also applauded the maps and the randomization, as well as Strahd's duality as a vampire/magic-user. The catacombs, where player characters were teleported away and replaced with undead wights, was singled out at as the adventure's "defining moment" by the magazine's editors. Reviews for Ravenloft were generally positive. Rick Swan reviewed the adventure in The Space Gamer No. 72. He commented that there was "so much gothic atmosphere in Ravenloft that if it had any more, it'd flap its pages and fly away", and stated that the bulk of the adventure involving a search of Castle Ravenloft was "not too interesting" with encounters few and far between, and that the mechanic of using a regular deck of cards to simulate a gypsy fortune teller was "silly and the results are too arbitrary" but concluded that "Ravenloft is such a refreshing change that even with its problems, it's recommended." In the