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The Mists of Ravenloft
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<blockquote data-quote="Jürgen Hubert" data-source="post: 3128891" data-attributes="member: 7177"><p>If my memory serves me correctly, published Ravenloft adventures frequently begin or end with "The Mists close in and transport you to a new location..."</p><p></p><p>But somehow, this just doesn't feel right. While it could be argued that Destiny is at play in these adventures (and Destiny, or at least Fate, are staples of gothic fiction), this way it just feels like ham-fisted railroading. For the right atmosphere, the players should at least have the <em>illusion</em> of being able to make choices about their destinations from time to time - the Destiny should only be obvious in hindsight.</p><p></p><p>If the Mists are used to frequently as a plot device from getting from place to place, in the end the reaction will just be:</p><p></p><p>"Oh, those bloody mists <em>again</em>. Yawn. OK, seems like they have lifted. Hmmm... Seems green and pleasant enough, although that doesn't have to mean anything. Let's find a secure base site and then explore in these directions..."</p><p></p><p>It would be much better if the player characters made a series of choices about their destinations, and yet all those choices only serve to bring them closer to their real destination. Destiny while still retaining the illusion of free will.</p><p></p><p></p><p></p><p>Hmmm. Does this make any sense to you? And if it does and you have GMed Ravenloft, what did <em>you</em> do about it?</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 3128891, member: 7177"] If my memory serves me correctly, published Ravenloft adventures frequently begin or end with "The Mists close in and transport you to a new location..." But somehow, this just doesn't feel right. While it could be argued that Destiny is at play in these adventures (and Destiny, or at least Fate, are staples of gothic fiction), this way it just feels like ham-fisted railroading. For the right atmosphere, the players should at least have the [i]illusion[/i] of being able to make choices about their destinations from time to time - the Destiny should only be obvious in hindsight. If the Mists are used to frequently as a plot device from getting from place to place, in the end the reaction will just be: "Oh, those bloody mists [i]again[/i]. Yawn. OK, seems like they have lifted. Hmmm... Seems green and pleasant enough, although that doesn't have to mean anything. Let's find a secure base site and then explore in these directions..." It would be much better if the player characters made a series of choices about their destinations, and yet all those choices only serve to bring them closer to their real destination. Destiny while still retaining the illusion of free will. Hmmm. Does this make any sense to you? And if it does and you have GMed Ravenloft, what did [i]you[/i] do about it? [/QUOTE]
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