Azurewraith
Explorer
I would just have Barovian light be different to other light so it doesn't play wit dark vision similar to how the sunlight is different or just out right remove it, currently dming a game where i wish i had darkvision sucks.
Just add more definition or depth to dark vision. For example, dark vision can only work in complete darkness, and any light spoils it. Guess how brave the dark vision race is going to be wandering off by themselves, or the lack of light impacts the detail you may pick up in a black and white world. And then change some monsters that adapt to dark vision as a defense mechanism, so they basically are camoflauged. Undead are a perfect fit. By changing some basic assumptions for mechanics in the game like sight, you create some uncertainty on how it may work, and that can add to the tension.
[MENTION=6806920]TenkayCrit[/MENTION] I think with several magical sources of darkvision, coupled with the "otherness" of elves and dwarves in Barovia, I'd play off the idea of the warlock's devil sight. Keep the darkvision ability as is, perhaps playing it "hard" as [MENTION=6775000]Uchawi[/MENTION] suggests, however...make it pick up EVERYTHING in the shadows, even the things we're not supposed to see.So what would you guys do about darkvision the spell? the monk ability? the robe of eyese? the warlock's devil sight?
It's worth noting that as [MENTION=20323]Quickleaf[/MENTION] alludes to but I don't think quite says outright: Being able to SEE isn't always in your best interests. Taking a page from CoC, you don't want to see what lurks in the darkness.
But enforcing such horror rules is hard and requires systems that D&D dances with in the moonlight but doesn't really embrace fully.
Horror on the other hand is generally all about bearing full witness to something that shakes you to your core. In those instances, the more you can see, the more affected you may be.