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Curse of Strahd: alternative exits?
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<blockquote data-quote="CapnZapp" data-source="post: 7130053" data-attributes="member: 12731"><p>I'm considering running Curse of Strahd as an introduction to 5E for those of my friends that have little to no D&D experience. (Not my regular group of combat monsters, that is)</p><p></p><p>But my main concern is the singular focus on "winning" the module, and the only way of doing that. (Defeating Strahd, that is)</p><p></p><p>I'm wondering what you would say are good alternative ways of escaping the realm?</p><p></p><p>(I realize this goes against the core idea of the Dark Powers, but these players wouldn't know that. Sticking to canon Ravenloft lore is not vital here)</p><p></p><p>What I'm fishing for is to turn the "stake the vampire" into a <strong>choice for the players</strong>. If the characters <strong>choose</strong> to risk their lives and their souls, that's even more more heroic, than if they have no other way out.</p><p></p><p>For it to be a real choice, there must be other ways to leave the fogs. So what would you suggest?</p><p></p><p>Ideally I want to give each player his or her personal quest. If and when all five PCs accomplish their quests, they gain the limited time offer of getting back home. Sticking around to get rid of Strahd would then be the truly sacrifical hero option.</p><p></p><p>Also, anything that motivates these people to actually explore the land is good. I will want to go to some lengths to avoid the notion "we need to explore because we need the xp in order to take on Strahd" - that's one D&Dism I'm keen to <em>not</em> pass on to these players.</p><p></p><p>I'm mainly interested in gothic romance options, since that's what I'm not so good at myself. Simple stuff like "kill the Werewolf pack" or "steal Baba Yaga's stuff" (that most probably is equal to fighting her) I can come up with myself.</p><p></p><p>Any ideas most welcome <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7130053, member: 12731"] I'm considering running Curse of Strahd as an introduction to 5E for those of my friends that have little to no D&D experience. (Not my regular group of combat monsters, that is) But my main concern is the singular focus on "winning" the module, and the only way of doing that. (Defeating Strahd, that is) I'm wondering what you would say are good alternative ways of escaping the realm? (I realize this goes against the core idea of the Dark Powers, but these players wouldn't know that. Sticking to canon Ravenloft lore is not vital here) What I'm fishing for is to turn the "stake the vampire" into a [B]choice for the players[/B]. If the characters [B]choose[/B] to risk their lives and their souls, that's even more more heroic, than if they have no other way out. For it to be a real choice, there must be other ways to leave the fogs. So what would you suggest? Ideally I want to give each player his or her personal quest. If and when all five PCs accomplish their quests, they gain the limited time offer of getting back home. Sticking around to get rid of Strahd would then be the truly sacrifical hero option. Also, anything that motivates these people to actually explore the land is good. I will want to go to some lengths to avoid the notion "we need to explore because we need the xp in order to take on Strahd" - that's one D&Dism I'm keen to [I]not[/I] pass on to these players. I'm mainly interested in gothic romance options, since that's what I'm not so good at myself. Simple stuff like "kill the Werewolf pack" or "steal Baba Yaga's stuff" (that most probably is equal to fighting her) I can come up with myself. Any ideas most welcome :) [/QUOTE]
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