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Darkness & Dread vs. Heroes of Horror
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<blockquote data-quote="DarrenGMiller" data-source="post: 2737960" data-attributes="member: 23174"><p>I am not coming to the thread to argue or really even to debate. I am coming to the thread to give my viewpoints on the merits of both books according to my personal needs and preferences (which are different than anyone else's).</p><p></p><p>I purchased both after deciding to run a "Heroic Dark Fantasy Campaign" in 2006. I read through both several times. HoH simply does what I want well enough that I am probably going to use almost nothing from Darkness & Dread (can't abbreviate that without confusion). I like some of the classes from Darkness, as well as some of the rules, especially the rules that are essentially the version of the Grim & Gritty system that I like the best and are tucked in there quietly alongside everything else.</p><p></p><p>Darkness is perhaps too effective at doing horror. I don't want this particular campaign to go on the assumption that PC's are only going to live 5 to 10 levels, lose their sanity along the way, etc. I am looking fro something not as "terminal" as Call of Cthulhu. I am looking more along the lines of Van Helsing or Batman, where the heroes are specially equipped to combat the horros of the world, though few if any others are. I want my PC's to be more than typical commoners, which is what Darkness assumes, to some degree, that the PC's abilities are not that far above those of normal people, that they are indeed normal people, thrust into horrific situations. That is how it creates its horror, in part. There is nothing wrong with that. In some games, it would fit just fine. Even in some that I have run (like my Stephen King based D20 Modern), it would work well. It would even fit the Midnight Campaign Setting by Fantasy Flight particularly well. As for Ravenloft, I know that the focus for 3E was on native heroes, but it is not as easily portable to other campaign worlds.</p><p></p><p>Now, I am not saying that you shouldn't alter the basic rules of D&D to suit your campaign. I have done it frequently. You should just know the implications and effects of those rules changes up front. I am planning on using variant rules from purely WOTC sources to make my campaign darker. I am using several from HoH and UA. <a href="http://www.enworld.org/showthread.php?t=154829" target="_blank">Here</a> is the thread where I listed my proposed house rules. I am still open to suggestions. My campaign should be starting in about 6-8 weeks.</p><p></p><p>We need to remember that ours is a big hobby and there is not one way to do everything. Whatever works for the individual players and DM is what works. A great deal of the fun is that no two campaigns will look alike. There is room for all preferences in this great hobby of ours and it is not a question of what is better universally, but rather of what is better for us at our individual gaming tables.</p><p></p><p>DM</p></blockquote><p></p>
[QUOTE="DarrenGMiller, post: 2737960, member: 23174"] I am not coming to the thread to argue or really even to debate. I am coming to the thread to give my viewpoints on the merits of both books according to my personal needs and preferences (which are different than anyone else's). I purchased both after deciding to run a "Heroic Dark Fantasy Campaign" in 2006. I read through both several times. HoH simply does what I want well enough that I am probably going to use almost nothing from Darkness & Dread (can't abbreviate that without confusion). I like some of the classes from Darkness, as well as some of the rules, especially the rules that are essentially the version of the Grim & Gritty system that I like the best and are tucked in there quietly alongside everything else. Darkness is perhaps too effective at doing horror. I don't want this particular campaign to go on the assumption that PC's are only going to live 5 to 10 levels, lose their sanity along the way, etc. I am looking fro something not as "terminal" as Call of Cthulhu. I am looking more along the lines of Van Helsing or Batman, where the heroes are specially equipped to combat the horros of the world, though few if any others are. I want my PC's to be more than typical commoners, which is what Darkness assumes, to some degree, that the PC's abilities are not that far above those of normal people, that they are indeed normal people, thrust into horrific situations. That is how it creates its horror, in part. There is nothing wrong with that. In some games, it would fit just fine. Even in some that I have run (like my Stephen King based D20 Modern), it would work well. It would even fit the Midnight Campaign Setting by Fantasy Flight particularly well. As for Ravenloft, I know that the focus for 3E was on native heroes, but it is not as easily portable to other campaign worlds. Now, I am not saying that you shouldn't alter the basic rules of D&D to suit your campaign. I have done it frequently. You should just know the implications and effects of those rules changes up front. I am planning on using variant rules from purely WOTC sources to make my campaign darker. I am using several from HoH and UA. [URL=http://www.enworld.org/showthread.php?t=154829]Here[/URL] is the thread where I listed my proposed house rules. I am still open to suggestions. My campaign should be starting in about 6-8 weeks. We need to remember that ours is a big hobby and there is not one way to do everything. Whatever works for the individual players and DM is what works. A great deal of the fun is that no two campaigns will look alike. There is room for all preferences in this great hobby of ours and it is not a question of what is better universally, but rather of what is better for us at our individual gaming tables. DM [/QUOTE]
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