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Curse of Strahd: alternative exits?
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<blockquote data-quote="CapnZapp" data-source="post: 7130869" data-attributes="member: 12731"><p>Thank you. </p><p></p><p>Yes, anything that plays up the social interaction with Strahd is a good thing. </p><p></p><p>After all, a staple of good old-fashioned vampire movies is how a Vampire is able to present a veneer of civilized manners (unlike other monsters, like werewolves). </p><p></p><p>I'm definitely going to have Strahd host a formal ball, much like in Polanski's masterpiece. <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><p></p><p>The characters will (sooner or later) have done deeds that put them on Strahd's radar, and so they will get invites. Making it clear that villagers will attend - sure they would never dare to decline, but they are also not especially afraid for their lives. Meaning I will make it clear this is an annual event where most if not all guests will leave unharmed (or at least alive) - counteracting the natural tendency to not go (since the suspicion its dangerous to visit a Vampire on his home turf is essentially correct)</p><p></p><p>The point is for them to have clues motivating them to skulk about in the castle in the early-mid game. As is, that locale will only be used at the end, and by then most players will be so focused on killing the vampire, they will only feel the castle encounters to be obstacles not fully enjoyed.</p><p></p><p>---</p><p></p><p>Of course, my players are probably not that naive, and the quests I'm talking about in this thread are things I probably will not rely on the Count to hand out - the chance of them not picking them up is simply too great.</p><p></p><p>(The ideas are still useful, just that I consider them good for enhanced social interaction with the Count in general, more than actual quest material)</p><p></p><p>The gothic romance quests I have in mind are things they will be given in dreams, perhaps as early as when they reach the mists. And no later than Madam Eva's reading in any case.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7130869, member: 12731"] Thank you. Yes, anything that plays up the social interaction with Strahd is a good thing. After all, a staple of good old-fashioned vampire movies is how a Vampire is able to present a veneer of civilized manners (unlike other monsters, like werewolves). I'm definitely going to have Strahd host a formal ball, much like in Polanski's masterpiece. :) The characters will (sooner or later) have done deeds that put them on Strahd's radar, and so they will get invites. Making it clear that villagers will attend - sure they would never dare to decline, but they are also not especially afraid for their lives. Meaning I will make it clear this is an annual event where most if not all guests will leave unharmed (or at least alive) - counteracting the natural tendency to not go (since the suspicion its dangerous to visit a Vampire on his home turf is essentially correct) The point is for them to have clues motivating them to skulk about in the castle in the early-mid game. As is, that locale will only be used at the end, and by then most players will be so focused on killing the vampire, they will only feel the castle encounters to be obstacles not fully enjoyed. --- Of course, my players are probably not that naive, and the quests I'm talking about in this thread are things I probably will not rely on the Count to hand out - the chance of them not picking them up is simply too great. (The ideas are still useful, just that I consider them good for enhanced social interaction with the Count in general, more than actual quest material) The gothic romance quests I have in mind are things they will be given in dreams, perhaps as early as when they reach the mists. And no later than Madam Eva's reading in any case. [/QUOTE]
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