While I agree with this sentiment as far as the actual setting is concerned, the idea of an 'escape hatch' (or to a lesser extent, knowing where the 'exit' mod is) has zero to do with the setting. It has everything to do with the structure of an Organized Play Shared Campaign, which is based (by definition) on the idea that a player can theoretically take any legal character to any other table of that OP campaign and play there.
You seem really focused on this idea of OP being all about portability. It's true that is a big part of it, but it's not the totality of it.
I can recall running SPEC 3-3: Dance of the Sun and Moon repeatedly during the days of LFR, despite their being a story award in it that all but guaranteed that one PC from that module would become entirely unplayable until the player ran through SPEC 4-1 or SPEC 4-2, which played out the character's rescue. Not everybody liked it, but a number of players absolutely *loved* it, even though it basically is exactly what you're saying is wrong about Season 4 -- that there's a chance you'll never get to play with your character ever again.
If you really dislike the idea of Season 4 possibly stranding characters in Ravenloft, the solution is either to not run Season 4 modules, or to run so many of them that players have lots of chances to escape the demiplane. That's up to you, if you're organizing, or you can point that out to the people who are organizing in your area. I should also point out that any player savvy enough to figure out Roll20 or Fantasy Grounds can play Season 4 modules online to finish their Ravenloft adventures even after their local area stops running Season 4 mods.
To look at it a different way, take, for example, if the same rule was put in place with the mid-tier module 1-10, Tyranny in Phlan. What if when you played any modules from 1-1 through 1-9, you HAD to have played and succeeded in getting out of Phlan in 1-10. If you did not get that opportunity to play that mod -- or worse yet with the current no-replay rules, did not successfully complete it -- then that character would NEVER be able to play in ANY other Adventure League module, ever again, because they were still stuck in Phlan. And what, especially, if that story arc was designed to be very insular and tightly-knit from the beginning, meaning it'd be relatively unlikely for that one mod to be randomly played by a group or table, because it really only makes sense properly within the context of the entire story arc.
You're right, some players might not like it. Others might play through the tightly-woven plot of the numerous adventures, realize the high stakes at play when they might not actually escape Phlan, and end up having the greatest OP experience of their lives as a result. I think that's the calculus the admins are using here, with the added bonus that, since they're using Ravenloft as the catalyst for the 'forever trapped' mechanic, and the many fans of the setting are fully aware that being trapped in Ravenloft is always a threat when playing 'weekend in Hell' style adventures there, that the odds of more people deciding the experience was awesome outweighs the likelihood that some will be turned off by it.
That is -- as far as we've heard -- essentially what they are proposing for Season 4. These suggestions that have been proposed have nothing to do with Ravenloft's setting
You must not know Ravenloft -- the fear of being forever trapped there has been a common feature of Ravenloft adventures, going all the way back to the original I6 when you realize the Mists surrounding the castle will kill you if you try to go through them before you deal with 'the devil Strahd'. The mechanic almost certainly wouldn't exist if it wasn't so germane to the setting being used this season.
These aren't proposed as a way of lessening the tension of the Season 4 setting; they're proposed to provide an alternative for those people who inevitably have Real Life interfere with their gaming.
I get that you have a reasonable concern about combining an intense storyline with casual play; I suspect that if feedback comes back that more players are taken aback by the possibility of not coming out of Ravenloft and it's hindering attempts to run the season, the admins will come up with safety valves or other solutions to help. Also, I doubt the admins will need to publish which adventures have 'exits'; if people are interested, they'll share that information themselves and the modules with ways out of the demiplane will be fairly common knowledge by the time all the modules are released.
It's not that I don't think you have a legitimate concern; it's just that your degree of concern about it is probably greater than it needs to be. It's something to keep an eye on -- not something that needs to be resolved before the season even begins.
--
Pauper
Last edited: