Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Curse of Strahd Advice
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MNblockhead" data-source="post: 7463815" data-attributes="member: 6796661"><p>I'm running CoS now. </p><p></p><p>I started with the adventure as written (AAW) but let things evolve based on the party's actions. </p><p></p><p>I don't see the need to remove anything. Let the party explore. One thing I love about CoS is that the number of locations and plot threads and the tarot-reading mechanic allow it to play very differently from one campaign to the next. Let the characters by their actions determine what is "left out." If they are completionists and want to follow up on every plot thread--well let them. </p><p></p><p>The one thing I would watch out for, however, is how quickly the players find the items/individuals in tarot reading. My players found everything fairly quickly, when they were still lower level, except for an item that they are certain is in Castle Ravenloft. This gives the feeling that all the other quests and locations are side quests that are you completing just to level up to take on Strahd. Luckily they are interesting on their own, but they work best when the party feels they are learning about Strahd and finding items and NPCs to help them. In hindsight, I might be tempted to have all items and NPCs place OUTSIDE of Castle Ravenloft. Just leave the location of the final showdown there. </p><p></p><p>Also, keep in mind that even if a goal of Tarokka reading is not in a location, it doesn't mean that location has no role in advancing the party's objectives. </p><p></p><p>For example, say you have no items in Werewolves den. There are still plot threads that could allow the party to turn the werewolves against Strahd and elicit their aid against him. </p><p></p><p>Barbarians are an interesting group that could just be random encounters. But they have so much potential. Aboriginal peoples who've thrown in with the Druids--and therefore--Strahd. Perhaps they only support Strahd because the Druids, who they have an affinity towards have been corrupted. Perhaps they follow him because he is the "strong man" of the area. But there are some seemingly throw-away plot hooks that can make them important allies. First, there is the special event at Yester Hill where the spirit of a Barbarian chieftain leads them to find the Blood Spear of Kavan. Second, there is the special event at Tsolenka Pass where the party encounters Sangzor ("Bloodhorn"). If the party has the Blood Spear and kills Blood Horn, and if they've already defeated the druids at Yester Hill and/or the Wizard of Wines, perhaps the Barbarians will change their allegiance to the party. </p><p></p><p>Now, storming Castle Ravenloft with a large number of Werewolves and/or Barbarians (or villagers, etc.) kinda kills the flavor of that awesome dungeon crawl. But a barbarian leader/hero and/or a werewolf leader, however, could join, giving the party a boost without turning it into a miniature war game. </p><p></p><p>Generally, once the party seems powerful enough (level 9 or 10 or perhaps lower levels with powerful allies), you can have them receive the invite to Castle Ravenloft. But if the party is having fun with the various side quests, you needn't force the end.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7463815, member: 6796661"] I'm running CoS now. I started with the adventure as written (AAW) but let things evolve based on the party's actions. I don't see the need to remove anything. Let the party explore. One thing I love about CoS is that the number of locations and plot threads and the tarot-reading mechanic allow it to play very differently from one campaign to the next. Let the characters by their actions determine what is "left out." If they are completionists and want to follow up on every plot thread--well let them. The one thing I would watch out for, however, is how quickly the players find the items/individuals in tarot reading. My players found everything fairly quickly, when they were still lower level, except for an item that they are certain is in Castle Ravenloft. This gives the feeling that all the other quests and locations are side quests that are you completing just to level up to take on Strahd. Luckily they are interesting on their own, but they work best when the party feels they are learning about Strahd and finding items and NPCs to help them. In hindsight, I might be tempted to have all items and NPCs place OUTSIDE of Castle Ravenloft. Just leave the location of the final showdown there. Also, keep in mind that even if a goal of Tarokka reading is not in a location, it doesn't mean that location has no role in advancing the party's objectives. For example, say you have no items in Werewolves den. There are still plot threads that could allow the party to turn the werewolves against Strahd and elicit their aid against him. Barbarians are an interesting group that could just be random encounters. But they have so much potential. Aboriginal peoples who've thrown in with the Druids--and therefore--Strahd. Perhaps they only support Strahd because the Druids, who they have an affinity towards have been corrupted. Perhaps they follow him because he is the "strong man" of the area. But there are some seemingly throw-away plot hooks that can make them important allies. First, there is the special event at Yester Hill where the spirit of a Barbarian chieftain leads them to find the Blood Spear of Kavan. Second, there is the special event at Tsolenka Pass where the party encounters Sangzor ("Bloodhorn"). If the party has the Blood Spear and kills Blood Horn, and if they've already defeated the druids at Yester Hill and/or the Wizard of Wines, perhaps the Barbarians will change their allegiance to the party. Now, storming Castle Ravenloft with a large number of Werewolves and/or Barbarians (or villagers, etc.) kinda kills the flavor of that awesome dungeon crawl. But a barbarian leader/hero and/or a werewolf leader, however, could join, giving the party a boost without turning it into a miniature war game. Generally, once the party seems powerful enough (level 9 or 10 or perhaps lower levels with powerful allies), you can have them receive the invite to Castle Ravenloft. But if the party is having fun with the various side quests, you needn't force the end. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Curse of Strahd Advice
Top