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Everything We Know About The Ravenloft Book
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<blockquote data-quote="Voadam" data-source="post: 8210370" data-attributes="member: 2209"><p>It was more designed for monsters to be fleshed out with stories and mechanics to be explored beyond their attacks and hp. It really fleshed out the ideas of in D&D investigating the tragic backstories of, for example, a specific ghost to defeat it instead of magic missiles and higher plus weapons.</p><p></p><p>You can do this in any setting, but Ravenloft said explicitly to do so in the <a href="https://www.drivethrurpg.com/product/17474/Ravenloft-Realm-of-Terror-2e?affiliate_id=17596" target="_blank">Campaign Setting</a>, provided <a href="https://www.drivethrurpg.com/product/17494/RR5-Van-Richtens-Guide-to-Ghosts-2e?affiliate_id=17596" target="_blank">Van Richten's Guide to Ghosts</a> which was a sourcebook on the themes and mechanics to effectuate doing so, came out with <a href="https://www.drivethrurpg.com/product/17521/Children-of-the-Night-Ghosts-2e?affiliate_id=17596" target="_blank">Children of the Night Ghosts</a> with a pile of ghosts with individual stories and mechanics done out, and had modules like <a href="https://www.drivethrurpg.com/product/17508/Howls-in-the-Night-2e?affiliate_id=17596" target="_blank">Howls in the Night</a> which was all about doing so.</p><p></p><p>Same thing with vampires and werewolves and others.</p><p></p><p>It also provided a loose justification for curses and tragic stories to have more power and significance than in normal D&D.</p><p></p><p>It was prepopulated with that kind of a setup and design goal presumed.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8210370, member: 2209"] It was more designed for monsters to be fleshed out with stories and mechanics to be explored beyond their attacks and hp. It really fleshed out the ideas of in D&D investigating the tragic backstories of, for example, a specific ghost to defeat it instead of magic missiles and higher plus weapons. You can do this in any setting, but Ravenloft said explicitly to do so in the [URL='https://www.drivethrurpg.com/product/17474/Ravenloft-Realm-of-Terror-2e?affiliate_id=17596']Campaign Setting[/URL], provided [URL='https://www.drivethrurpg.com/product/17494/RR5-Van-Richtens-Guide-to-Ghosts-2e?affiliate_id=17596']Van Richten's Guide to Ghosts[/URL] which was a sourcebook on the themes and mechanics to effectuate doing so, came out with [URL='https://www.drivethrurpg.com/product/17521/Children-of-the-Night-Ghosts-2e?affiliate_id=17596']Children of the Night Ghosts[/URL] with a pile of ghosts with individual stories and mechanics done out, and had modules like [URL='https://www.drivethrurpg.com/product/17508/Howls-in-the-Night-2e?affiliate_id=17596']Howls in the Night[/URL] which was all about doing so. Same thing with vampires and werewolves and others. It also provided a loose justification for curses and tragic stories to have more power and significance than in normal D&D. It was prepopulated with that kind of a setup and design goal presumed. [/QUOTE]
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