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D&D is a Horror Game
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<blockquote data-quote="Remathilis" data-source="post: 4767693" data-attributes="member: 7635"><p>I'm apt to meet you half-way on this. Certainly, horror stories can have shlubs with no skills face the Forces of Darkness, but some of the greatest stories features protagonists that DO have skills. The main difference is that these heroes often have knowledge, not strength. Van Helsing cannot fight Dracula one on one, but he has the skills and knowledge to hunt the Count and slay him in his home. While others in the party might end up being closer to Shlub (Harker, Stewart, Morris), they all provide something necessary; knowledge, money, connections, spirit, willpower, and/or love.</p><p></p><p>But certainly, this is a lot less power than your typical D&D group has, because your typical D&D group has swords, armor and spells that puts them on par with their monsters, if not literally than figuratively. A fighter can bench-press horses, a cleric wields holy power, and a wizard channels fire and lightning, whose gonna be afraid of werewolf with that kind of firepower? It actually the biggest mental barrier I have with Ravenloft; the PCs are too powerful to be scared properly. Even Ravenloft's handicapping system (altered spells, classes and such) rarely means much past 5th, certainly past 10th level. </p><p></p><p>Of course, it doesn't help D&D players are typically genre savvy and tend to know to pack mirrors, stakes, silvered weapons, and other typical "monster repellents & weapons"...</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4767693, member: 7635"] I'm apt to meet you half-way on this. Certainly, horror stories can have shlubs with no skills face the Forces of Darkness, but some of the greatest stories features protagonists that DO have skills. The main difference is that these heroes often have knowledge, not strength. Van Helsing cannot fight Dracula one on one, but he has the skills and knowledge to hunt the Count and slay him in his home. While others in the party might end up being closer to Shlub (Harker, Stewart, Morris), they all provide something necessary; knowledge, money, connections, spirit, willpower, and/or love. But certainly, this is a lot less power than your typical D&D group has, because your typical D&D group has swords, armor and spells that puts them on par with their monsters, if not literally than figuratively. A fighter can bench-press horses, a cleric wields holy power, and a wizard channels fire and lightning, whose gonna be afraid of werewolf with that kind of firepower? It actually the biggest mental barrier I have with Ravenloft; the PCs are too powerful to be scared properly. Even Ravenloft's handicapping system (altered spells, classes and such) rarely means much past 5th, certainly past 10th level. Of course, it doesn't help D&D players are typically genre savvy and tend to know to pack mirrors, stakes, silvered weapons, and other typical "monster repellents & weapons"... [/QUOTE]
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