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Add some Dread to your Curse of Strahd Campaign with Depths of Dread!
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<blockquote data-quote="plarfem" data-source="post: 6860594" data-attributes="member: 60919"><p>I would agree with you that there is not a lot of incentive to accumulating Dread. To me, that is part of the Ravenloft setting- the Dark Powers never tempt anyone into doing something, they always let that person make their own decisions and then reward/punish them for it. The dark gifts do have some benefit, but it probably does not outweigh the costs.</p><p></p><p>The seduction in Ravenloft doesn't come from the power you get from the Dark Powers, it comes from how much easier it is to take the morally wrong action than the right one. It isn't always easy to do what is right in that setting.</p><p></p><p>The goals I was trying to accomplish in making these mechanics were to provide a concrete way for the PCs to have normal fears and weaknesses that could make for a compelling story in play, to impress upon the players that their decisions, especially to take the easy way out, have consequences, and to have a way to put a time pressure on the players. I feel the time pressure is important since Curse of Strahd is really a sandbox adventure, and without that pressure, you might lose the tension that is the point of a horror game.</p><p></p><p>Thanks for taking a look!</p></blockquote><p></p>
[QUOTE="plarfem, post: 6860594, member: 60919"] I would agree with you that there is not a lot of incentive to accumulating Dread. To me, that is part of the Ravenloft setting- the Dark Powers never tempt anyone into doing something, they always let that person make their own decisions and then reward/punish them for it. The dark gifts do have some benefit, but it probably does not outweigh the costs. The seduction in Ravenloft doesn't come from the power you get from the Dark Powers, it comes from how much easier it is to take the morally wrong action than the right one. It isn't always easy to do what is right in that setting. The goals I was trying to accomplish in making these mechanics were to provide a concrete way for the PCs to have normal fears and weaknesses that could make for a compelling story in play, to impress upon the players that their decisions, especially to take the easy way out, have consequences, and to have a way to put a time pressure on the players. I feel the time pressure is important since Curse of Strahd is really a sandbox adventure, and without that pressure, you might lose the tension that is the point of a horror game. Thanks for taking a look! [/QUOTE]
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