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Everything We Know About The Ravenloft Book
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<blockquote data-quote="Bedrockgames" data-source="post: 8210961" data-attributes="member: 85555"><p>I think I have laid out clearly what is being lost. If you are not persuaded by it you aren't. But I honestly can't imagine running ravenloft without a core. It really made a big difference. And the point so many of us are making is classic ravenloft had BOTH. You can do exactly what you are talking about in Ravenloft during the 90s using islands of terror, and you had the option of using the core as a domains connected together and formed into a kind of continent. If having the core works for so many people (like me and many other posters here) why would you make it all islands of terror? </p><p></p><p>And I think there is a substantial difference in a setting between lands that are physically connected and ones that are connected by waterways. That changes the flavor of the places themselves (because it is very different to be reliant on that kind of delayed communication and transport) and it changes the way the players interact with those settings. </p><p></p><p>What is lost about Barovia and other lands that you can't walk out of, is it makes it harder to have a real ongoing campaign where the players want to actually adventure in the setting. Nothing is really connected to anything else. They are just isolated places to explore. In the setting as presented in the black box, you can't just walk out of Barovia if Strahd doesn't want you to. But movement from Barovia to Gundarak, or to Borca, or another connected domain, is a possibility. That allows the players to hear about places, seek them out, get a sense of the overall shape of the land. It matters. </p><p></p><p>Again, I think I am as perplexed as some of the other posters about the antagonism toward this idea. I don't understand what folks think is so special about limiting Ravenloft to being isolated islands. Especially when isolated islands already exist in abundance in the setting alongside the core</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8210961, member: 85555"] I think I have laid out clearly what is being lost. If you are not persuaded by it you aren't. But I honestly can't imagine running ravenloft without a core. It really made a big difference. And the point so many of us are making is classic ravenloft had BOTH. You can do exactly what you are talking about in Ravenloft during the 90s using islands of terror, and you had the option of using the core as a domains connected together and formed into a kind of continent. If having the core works for so many people (like me and many other posters here) why would you make it all islands of terror? And I think there is a substantial difference in a setting between lands that are physically connected and ones that are connected by waterways. That changes the flavor of the places themselves (because it is very different to be reliant on that kind of delayed communication and transport) and it changes the way the players interact with those settings. What is lost about Barovia and other lands that you can't walk out of, is it makes it harder to have a real ongoing campaign where the players want to actually adventure in the setting. Nothing is really connected to anything else. They are just isolated places to explore. In the setting as presented in the black box, you can't just walk out of Barovia if Strahd doesn't want you to. But movement from Barovia to Gundarak, or to Borca, or another connected domain, is a possibility. That allows the players to hear about places, seek them out, get a sense of the overall shape of the land. It matters. Again, I think I am as perplexed as some of the other posters about the antagonism toward this idea. I don't understand what folks think is so special about limiting Ravenloft to being isolated islands. Especially when isolated islands already exist in abundance in the setting alongside the core [/QUOTE]
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