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Dungeons & Dragons: Ravenloft: Heir of Strahd Review
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<blockquote data-quote="Not a Decepticon" data-source="post: 9694403" data-attributes="member: 7020527"><p>Please do not reduce people from different cultures and half of human population to "other" no different from made up Elves.</p><p></p><p>Quirks are not enough to define whole species.</p><p></p><p>We will then not agree on this.</p><p></p><p>Pretty much every evil group in this game takes slaves and every group with basic common sense retreats when in danger.</p><p></p><p>Why bother with the "run of the mill" then? Nobody has time for this, I'd rather introduce something individualy interesting that can play bigger role in the story.</p><p></p><p>Because it forces designers to give playable species unique abilities that diffirentiate them instead. Look at Goliaths, orcs and Dwarves in 2024:</p><ol> <li data-xf-list-type="ol">Goliaths can lift more than other species, count as size larger when beneficial and have abilities related to their giant bloodline, making them more customizable, connecting their legacy to their abilities and showign them as people of great physical ability</li> <li data-xf-list-type="ol">Dwarves get more hit points and have proficiency with heavy armor, showing they are a warrior culture that is highly militaristic.</li> <li data-xf-list-type="ol">Orcs can dash as bonus action and get hit points from it and can survive lethal damage. It shows them as survivors, skirmishers and scrappers, more likely to pull "I did no hear no bell" on the enemy.</li> </ol><p>Instead of 2014 where some of these abilities were replaced with +2 Strength, which inherently is the same: they're all stronger than humans.</p><p></p><p>Small indicator they can recognize from their own character sheet added to base statblock accomplishes as much as having separate statblocks for holders of the same profession for different species.</p><p></p><p>Except that's not what 2e Ravenloft was at all. It was dead-set on providing only adventures that would ensure continued sale of books. Therefore it was impossible for PCs to actually affect anything because it all had to stay in position that lined up with the metaplot. Otherwise if TSR were to put a module where Strahd and Soth go to war, them DMs whose players killed one of them already would not bother buying it. As such only the corproate approved changes mattered and straying from the metaplot basically made life harder for the DM. Setting that establishes feeling of hoplessness by making everything awful and erasing player agency and ability to make it better is not horror or even gothic horror - it's a railroad.</p></blockquote><p></p>
[QUOTE="Not a Decepticon, post: 9694403, member: 7020527"] Please do not reduce people from different cultures and half of human population to "other" no different from made up Elves. Quirks are not enough to define whole species. We will then not agree on this. Pretty much every evil group in this game takes slaves and every group with basic common sense retreats when in danger. Why bother with the "run of the mill" then? Nobody has time for this, I'd rather introduce something individualy interesting that can play bigger role in the story. Because it forces designers to give playable species unique abilities that diffirentiate them instead. Look at Goliaths, orcs and Dwarves in 2024: [LIST=1] [*]Goliaths can lift more than other species, count as size larger when beneficial and have abilities related to their giant bloodline, making them more customizable, connecting their legacy to their abilities and showign them as people of great physical ability [*]Dwarves get more hit points and have proficiency with heavy armor, showing they are a warrior culture that is highly militaristic. [*]Orcs can dash as bonus action and get hit points from it and can survive lethal damage. It shows them as survivors, skirmishers and scrappers, more likely to pull "I did no hear no bell" on the enemy. [/LIST] Instead of 2014 where some of these abilities were replaced with +2 Strength, which inherently is the same: they're all stronger than humans. Small indicator they can recognize from their own character sheet added to base statblock accomplishes as much as having separate statblocks for holders of the same profession for different species. Except that's not what 2e Ravenloft was at all. It was dead-set on providing only adventures that would ensure continued sale of books. Therefore it was impossible for PCs to actually affect anything because it all had to stay in position that lined up with the metaplot. Otherwise if TSR were to put a module where Strahd and Soth go to war, them DMs whose players killed one of them already would not bother buying it. As such only the corproate approved changes mattered and straying from the metaplot basically made life harder for the DM. Setting that establishes feeling of hoplessness by making everything awful and erasing player agency and ability to make it better is not horror or even gothic horror - it's a railroad. [/QUOTE]
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