What the heck are you talking about. I absolutely am not trolling. I am PLAYING IN CURSE OF STAHD RIGHT NOW AND THAT IS IN FACT WHAT MY PARTY DESPERATELY WANTS TO DO, IS GET THE F OUT OF THERE AND BACK TO THE REGULAR PRIME MATERIAL PLANE!
How am I a "modern player" when I, and all the other players in that game, have been playing since AD&D 1e? I've been playing since 1978 you snob.
I also don't understand the rest of your post. Vampiric Touch, Inflict Wounds, morally questionable behavior, Raise Dead, what does ANY of that have to do with using a luck blade wish to open a portal to get out of Ravenloft and back home?
I don't know, did you mis-read my post or...?
Whew, whew, no offense meant, but you and I as well as
@Sabathius42 seem to have totally different expectations for a ravenloft D&D campaign than me.
Most of the 2e adventures for ravenloft are some of the best stuff to be run (content wise not mechanically) out of the book. The 1e/2e ruleset does in no way apply to 5e RAW, still it had some eerie quirks when it comes to ravenloft, and it is worth to integrate some of the stuff.
One of the intentions back then tried to deal with the same basic assumptions you two seem to have today.
E.g. Imagine a group of players doing standard campaigning. The following scenario would not cause much trouble to the players: PCs encounter a Werewolf e.g. in FR, level appropriate, they obliterate it with a balanced fight.
So just another monster vanqished, everything fine. Ravenloft was meant to be different:
It was expected from the players that they act out and RP like you and I IRL would, if we encountered such a monster, even if we were battle hardened trained soldiers.
So the in the same situation the players should not react like: "Oh another mob ah it might be a werewolf (The DM was expected not to communicate the exact name of the mob), let us kill it and see if it gives XP and drops treasure, I can rember a werewolf from my FR campaign it is a tough fight but doable."
So ideally for that Ravenloft encounter the party should have no magic or silver weapons on them when they meet the werewolf the first time, so they can hurt it, but it seems to regenerate and they cannot kill it. The DM had fear-, horror- and insanity checks in his arsenal, so he could enforce consequences, e.g. a player confronted with this encounter not even trying to act on the severity of the situation, namely the party getting attacked by something they cannot handle (yet) and might TPK.
Of course this example scenario has to have some means included for the party to escape it, fighting just isn't an option here. So they might flee, with one of them sacrificing himself (just to return and haunt the party as some kind of undead the next night) or in this situation some pseudo- deus ex machina e.g. some nobleman appears and the werewolf unexplainably flees. Later of course it turns out that this nobleman is the real nemesis and in truth is a vampire etc. etc.
In ravenloft many things are twisted and different from normal D&D, but communicating most of that instead of letting the players find them out the hard way (e.g. spells which in former editions had the "evil " denominator, or enable planeshift), spoils part of the fun.
Yes you can play ravenloft any way you like, with everything functioning quite normal and no quirks, but there are other adventures which are suited far better for that.
Ravenloft in fact is D&D s try on Cthullu , just that the players are not expected to die for sure, but only eventually.