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General Tabletop Discussion
*Dungeons & Dragons
Eliminating darkvision from most races
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<blockquote data-quote="Sunseeker" data-source="post: 6999592"><p>It leads one to wonder if dwarves are ever challenged by anything in the dark. I mean, half the time the party is <em>in</em> a dungeon is because some long-lost tribe of dwarves <em>built it</em>.</p><p></p><p>Things in tunnels aren't threatening because you can't see them. Yeah, okay it's scary to not know what lurks in the shadows, but <em>knowing</em> what lurks in the shadows can be twice as scary because now you're in a 5' wide hallway with only a smattering of side-rooms, made like corridors leading off in any given direction to who knows where (or to worse places). Freddy Krueger is scary sure. But what's scarier is <em>not being able to get away</em>, moreso than the fact that he's a psychopathic nighmare demon come to life. I mean, if he was a psychopathic nightmare demon who came to life...2000 miles away, who cares?</p><p></p><p>The reason that horror flicks with mazes are scary is because you don't have control over where you go. You go down the corner because there's no option. You dive into the room because there's no option. You run into a dead end? Well, it's called that for a reason.</p><p></p><p>----</p><p>@OP: yeah I agree that there's a certain amount of ambiance lost because so many base races have darkvision. But there's a certain degree of "it's more than just being unseen" that makes a situation scary. Sure, the unknown is scary. But so is being able to <em>see</em> the demonic runes written in the blood of virgins splattered across the walls while screams that you're never able to reach echo down the halls. Seeing the glowing eyes at the end of the hallway dart away as soon as you make contact. These things are scary too. </p><p></p><p>Not knowing is more of a meta device. I can let my players see the world just fine and still surprise the heck out of them.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6999592"] It leads one to wonder if dwarves are ever challenged by anything in the dark. I mean, half the time the party is [I]in[/I] a dungeon is because some long-lost tribe of dwarves [I]built it[/I]. Things in tunnels aren't threatening because you can't see them. Yeah, okay it's scary to not know what lurks in the shadows, but [I]knowing[/I] what lurks in the shadows can be twice as scary because now you're in a 5' wide hallway with only a smattering of side-rooms, made like corridors leading off in any given direction to who knows where (or to worse places). Freddy Krueger is scary sure. But what's scarier is [I]not being able to get away[/I], moreso than the fact that he's a psychopathic nighmare demon come to life. I mean, if he was a psychopathic nightmare demon who came to life...2000 miles away, who cares? The reason that horror flicks with mazes are scary is because you don't have control over where you go. You go down the corner because there's no option. You dive into the room because there's no option. You run into a dead end? Well, it's called that for a reason. ---- @OP: yeah I agree that there's a certain amount of ambiance lost because so many base races have darkvision. But there's a certain degree of "it's more than just being unseen" that makes a situation scary. Sure, the unknown is scary. But so is being able to [I]see[/I] the demonic runes written in the blood of virgins splattered across the walls while screams that you're never able to reach echo down the halls. Seeing the glowing eyes at the end of the hallway dart away as soon as you make contact. These things are scary too. Not knowing is more of a meta device. I can let my players see the world just fine and still surprise the heck out of them. [/QUOTE]
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Eliminating darkvision from most races
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