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[CoS] Ecology and Economy of Ravenloft/Barovia
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<blockquote data-quote="GlassJaw" data-source="post: 7406581" data-attributes="member: 22103"><p>I've been doing some prep for CoS (I plan on running it after my group finishes LMoP). I've had the book for a while and have read much of it on and off over the past year or so.</p><p></p><p>Lately I've been looking more closely at quests hooks, NPC motivations, and the inner workings of the towns and villagers. One thing I've always been fascinated with but also rather perplexed by is how a region like Barovia "functions".</p><p></p><p>For one thing, it's a closed system (aside from the occasional adventurer getting pulled in). Typically, closed systems are manmade.</p><p></p><p>First, I would figure that currency would become fairly meaningless; the economy would become entirely a barter system. Since no new currency is being minted in Barovia, the amount of coin would be fixed. Everything would be focused on survival. Given how dangerous travel is, trade between towns would only occur if there were resources unique to each town that had value to another.</p><p></p><p>Also, the harsh environment and climate would make survival incredibly difficult (nevermind Strahd and all the things that go bump in the night). People can't simply get up and leave and travel to another place either. The population would be controlled because of the demand on resources and survival but I also wonder if the region would suffer from population decline. The mortality rate would be high and birth rate most likely would be low.</p><p></p><p>Now, all this assumes one is looking at the ecosystem logically. But that's sort of my takeaway from this exercise: nothing about Ravenloft/Barovia is logical. In fact, it seems better explained when viewed as a "simulation" (a la the Matrix, Westworld, Truman Show, etc.) with Strahd as the mastermind pulling all the strings.</p><p></p><p>I know modules are written such that the PCs are the "catalyst" for the action. But reading through CoS, it feels even more explicit. The scenes feel crafted, like the NPCs are on "pause", waiting for the PCs to wander into town. This probably isn't intentional per se but once you think of a Barovia as a closed system, it becomes really wild to consider. Like, what have all these NPCs been doing for decades and generations? Many have fairly intricate backstories and motivations, and in turn, requests of PCs for their services. But it feels like they are waiting for the PCs to arrive and help them.</p><p></p><p>So my thought while prepping CoS is treating Strahd as even more than the ruler of the domain. He runs the "simulation" and every once in a while, the powers that be allow him to bring in adventurers he finds interesting. Perhaps he is hoping that someone will break his curse, or maybe he does it for amusement since he is immortal. Might also be something to explore further in the Amber Temple. I know the Amber Temple has gotten mixed reactions because it somewhat "peeks behind the curtain" of the nature of Ravenloft. But what if that's the whole point of Barovia? What if the players discover the true nature of what's going on in when they explore the Temple?</p><p></p><p>Anyway, figured this was a fun thought exercise to share. Either way, I'm very excited to run CoS. I've been a huge fan of Ravenloft since the first boxed set (the Ravenloft module was slightly ahead of my time, although I've since acquired it) and CoS captures the feel of Raveloft perfectly.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7406581, member: 22103"] I've been doing some prep for CoS (I plan on running it after my group finishes LMoP). I've had the book for a while and have read much of it on and off over the past year or so. Lately I've been looking more closely at quests hooks, NPC motivations, and the inner workings of the towns and villagers. One thing I've always been fascinated with but also rather perplexed by is how a region like Barovia "functions". For one thing, it's a closed system (aside from the occasional adventurer getting pulled in). Typically, closed systems are manmade. First, I would figure that currency would become fairly meaningless; the economy would become entirely a barter system. Since no new currency is being minted in Barovia, the amount of coin would be fixed. Everything would be focused on survival. Given how dangerous travel is, trade between towns would only occur if there were resources unique to each town that had value to another. Also, the harsh environment and climate would make survival incredibly difficult (nevermind Strahd and all the things that go bump in the night). People can't simply get up and leave and travel to another place either. The population would be controlled because of the demand on resources and survival but I also wonder if the region would suffer from population decline. The mortality rate would be high and birth rate most likely would be low. Now, all this assumes one is looking at the ecosystem logically. But that's sort of my takeaway from this exercise: nothing about Ravenloft/Barovia is logical. In fact, it seems better explained when viewed as a "simulation" (a la the Matrix, Westworld, Truman Show, etc.) with Strahd as the mastermind pulling all the strings. I know modules are written such that the PCs are the "catalyst" for the action. But reading through CoS, it feels even more explicit. The scenes feel crafted, like the NPCs are on "pause", waiting for the PCs to wander into town. This probably isn't intentional per se but once you think of a Barovia as a closed system, it becomes really wild to consider. Like, what have all these NPCs been doing for decades and generations? Many have fairly intricate backstories and motivations, and in turn, requests of PCs for their services. But it feels like they are waiting for the PCs to arrive and help them. So my thought while prepping CoS is treating Strahd as even more than the ruler of the domain. He runs the "simulation" and every once in a while, the powers that be allow him to bring in adventurers he finds interesting. Perhaps he is hoping that someone will break his curse, or maybe he does it for amusement since he is immortal. Might also be something to explore further in the Amber Temple. I know the Amber Temple has gotten mixed reactions because it somewhat "peeks behind the curtain" of the nature of Ravenloft. But what if that's the whole point of Barovia? What if the players discover the true nature of what's going on in when they explore the Temple? Anyway, figured this was a fun thought exercise to share. Either way, I'm very excited to run CoS. I've been a huge fan of Ravenloft since the first boxed set (the Ravenloft module was slightly ahead of my time, although I've since acquired it) and CoS captures the feel of Raveloft perfectly. [/QUOTE]
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[CoS] Ecology and Economy of Ravenloft/Barovia
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