For Adventuron, this sounds like something you can do as you don't have to consider the constraints of an 8-bit / 16-bit platform. If you ever think about porting your game to 8-bit or 16-bit, you will likely regret this decision and / or need to revise large chunks of code. As far as I understood, Chris is working on a way to export from Adventuron to DAAD (the Adventure System I'm maintaining with Tim Gilberts and a few others). So with that in mind, a purely object-centric approach would likely support you if you ever want to see your games on an oldschool platform. Cheers :)
PS: Rabenstein was developed in DAAD and then exported with the DAAD2Adventuron tool that Chris created (currently in Beta). So it already worked the other way around.