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Darkness and Dread: Anyone have it?
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<blockquote data-quote="Raven Crowking" data-source="post: 1708789" data-attributes="member: 18280"><p>I wasn't in the market for new, low-power classes either. But, I did pick apart the classes for new abilities that could be converted into interesting feats. Some of these are a lot more likely for NPCs than PCs.</p><p></p><p>I have no intention of scrapping my current campaign to include what I like from this book. I definately intend on using the fear and insanity rules, though I will lower the fear ratings of creatures because my game isn't <em>that</em> dark. I would also allow people to eventually lose traits they gain through loss of sanity, if enough sanity is restored.</p><p></p><p>The research chapter includes information on books and libraries. The information on books was old hat, but the information on finding things in libraries was definately useful. It provided a nice ability to create a collection of books that could then include specific books the PCs need to reference.</p><p></p><p>Dark Pacts? Already included in my campaign. Yes, Virginia, there are demons. And they tempt you. We should get a "more dark pacts" thread going here!</p><p></p><p>I've already used a godling in an adventure, and scions of that godling, so the brief monsters section is useful. There are also some tables that might provide ideas for disguising standard D&D monsters.</p><p></p><p>The black magic section works by designating some spells as ones which call upon infernal powers. There are consequences for using them. There are also some nice new qualities for magic items that make use of the rules presented in this book. I'm sure, going through the book, you will be able to think of more.</p><p></p><p>Oh, yeah, they also suggest ways to make PCs more vulnerable in combat. In the average horror-type game, combat is to be avoided.</p><p></p><p>The chapter on designing a dark adventure is, essentially, advice on how to create an adventure that requires the PCs to do some research. The advice is solid so far as it goes.</p><p></p><p>Only if you wanted to run a game in Northwall would you be unable to port any of these ideas into your current game. If you chose the toughest options on all of these ideas, your PCs' lives would be nasty, brutish, and short. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 1708789, member: 18280"] I wasn't in the market for new, low-power classes either. But, I did pick apart the classes for new abilities that could be converted into interesting feats. Some of these are a lot more likely for NPCs than PCs. I have no intention of scrapping my current campaign to include what I like from this book. I definately intend on using the fear and insanity rules, though I will lower the fear ratings of creatures because my game isn't [I]that[/I] dark. I would also allow people to eventually lose traits they gain through loss of sanity, if enough sanity is restored. The research chapter includes information on books and libraries. The information on books was old hat, but the information on finding things in libraries was definately useful. It provided a nice ability to create a collection of books that could then include specific books the PCs need to reference. Dark Pacts? Already included in my campaign. Yes, Virginia, there are demons. And they tempt you. We should get a "more dark pacts" thread going here! I've already used a godling in an adventure, and scions of that godling, so the brief monsters section is useful. There are also some tables that might provide ideas for disguising standard D&D monsters. The black magic section works by designating some spells as ones which call upon infernal powers. There are consequences for using them. There are also some nice new qualities for magic items that make use of the rules presented in this book. I'm sure, going through the book, you will be able to think of more. Oh, yeah, they also suggest ways to make PCs more vulnerable in combat. In the average horror-type game, combat is to be avoided. The chapter on designing a dark adventure is, essentially, advice on how to create an adventure that requires the PCs to do some research. The advice is solid so far as it goes. Only if you wanted to run a game in Northwall would you be unable to port any of these ideas into your current game. If you chose the toughest options on all of these ideas, your PCs' lives would be nasty, brutish, and short. ;) RC [/QUOTE]
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