Scurvy_Platypus
Explorer
Perhaps a bit odd and maybe folks have already hashed this out...
Background:
I ran 4E for a while and found it to be fine. Some solid stuff in it, with one major problem: I don't like running minis-based games. I ran 4E without minis and it did just fine, but I'm also quite aware of the fact that almost everyone wants minis in 4E and the game itself relies even more heavily on them than 3.x did.
My question:
So yesterday I was over at a mate's place and they whipped out Castle Ravenloft and started playing through it.
And I was struck at how there's almost an rpg lurking beneath the game.
Now, it's pretty clear that 4E and Castle Ravenloft are related. But what I'm thinking/wondering is how to keep the ease/simplicity of Castle Ravenloft, while opening it up to be a "full" rpg. Characters that level, etc.
I'm sure there's going to be expansions or whatever for the game, but that's not quite what I'm talking about.
See, while I loathe running minis-based rpgs (I'll play in 'em, I just won't run 'em) I have to admit: if I could actually have 4E minis combat (or 3.x for that matter) run as quick and as smooth as Castle Ravenloft? I'd run it. The box gives you some figs, it's got tiles, stuff moves quick... it's like they've finally figured out after 10 years how to do the minis side of things and then sorta neglected to include the other half of the game. Several of the people said it was basically about as complicated as they'd want from a D&D game and I gotta admit it seemed to be just about the right level to me.
It just needs to be bumped a bit so it's not entirely locked into dungeoncrawling.
So... anyone done anything with it?
Background:
I ran 4E for a while and found it to be fine. Some solid stuff in it, with one major problem: I don't like running minis-based games. I ran 4E without minis and it did just fine, but I'm also quite aware of the fact that almost everyone wants minis in 4E and the game itself relies even more heavily on them than 3.x did.
My question:
So yesterday I was over at a mate's place and they whipped out Castle Ravenloft and started playing through it.
And I was struck at how there's almost an rpg lurking beneath the game.
Now, it's pretty clear that 4E and Castle Ravenloft are related. But what I'm thinking/wondering is how to keep the ease/simplicity of Castle Ravenloft, while opening it up to be a "full" rpg. Characters that level, etc.
I'm sure there's going to be expansions or whatever for the game, but that's not quite what I'm talking about.
See, while I loathe running minis-based rpgs (I'll play in 'em, I just won't run 'em) I have to admit: if I could actually have 4E minis combat (or 3.x for that matter) run as quick and as smooth as Castle Ravenloft? I'd run it. The box gives you some figs, it's got tiles, stuff moves quick... it's like they've finally figured out after 10 years how to do the minis side of things and then sorta neglected to include the other half of the game. Several of the people said it was basically about as complicated as they'd want from a D&D game and I gotta admit it seemed to be just about the right level to me.
It just needs to be bumped a bit so it's not entirely locked into dungeoncrawling.

So... anyone done anything with it?