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Everything We Know About The Ravenloft Book
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8211278"><p>I think I am being rationale. I just not be conveying my full meaning clearly to you. I have gamed now for many decades. I started in 86, began GMing around 1990. I am capable of knowing when things not working were my fault and when things not working were the games fault. With Ravenloft most of my early missteps were a product of me still learning to GM. Now to be clear, I am not saying the game was perfect, and there is definitely advice in the rulebooks that are a product of the time, which I would advise against. A lot of games at the time had conventions that got dropped. Just as there were conventions in RPGs in the 00s that have been dropped, and conventions now that will be dropped in the future. Settings and rulebooks are always a product of their time. But on the whole, Ravenloft seriously upped my game. And what was great about the Black Box was it had this stark vision of horror, which if you committed to, yielded results. Now I might do it differently if I were empowered to re-write the thing, because I have my own take. </p><p></p><p>What flaws Ravenloft had though, were not a product of the setting, nor were they really a product of the rules, they were a product of things like how games tended to be run at that time. Most of my criticisms of the Ravenloft line would have to do with elements of module adventure structure (things I have to work around in any version of D&D: I couldn't stand WOTC modules in the 00s for example). </p><p></p><p>I felt the setting was very successful. I felt the tone and writing of the book was extremely successful. I felt the advice was passionate and provoked a paradigm shift for me. Some of it certainly could be reworked in terms of how heavy handed to be with certain things, which I could say of almost anything, but I still regard that black box set as a masterpiece. And again, once you combine that box, with Van Richten books and sprinkling of FoG: it was perfection IMO.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8211278"] I think I am being rationale. I just not be conveying my full meaning clearly to you. I have gamed now for many decades. I started in 86, began GMing around 1990. I am capable of knowing when things not working were my fault and when things not working were the games fault. With Ravenloft most of my early missteps were a product of me still learning to GM. Now to be clear, I am not saying the game was perfect, and there is definitely advice in the rulebooks that are a product of the time, which I would advise against. A lot of games at the time had conventions that got dropped. Just as there were conventions in RPGs in the 00s that have been dropped, and conventions now that will be dropped in the future. Settings and rulebooks are always a product of their time. But on the whole, Ravenloft seriously upped my game. And what was great about the Black Box was it had this stark vision of horror, which if you committed to, yielded results. Now I might do it differently if I were empowered to re-write the thing, because I have my own take. What flaws Ravenloft had though, were not a product of the setting, nor were they really a product of the rules, they were a product of things like how games tended to be run at that time. Most of my criticisms of the Ravenloft line would have to do with elements of module adventure structure (things I have to work around in any version of D&D: I couldn't stand WOTC modules in the 00s for example). I felt the setting was very successful. I felt the tone and writing of the book was extremely successful. I felt the advice was passionate and provoked a paradigm shift for me. Some of it certainly could be reworked in terms of how heavy handed to be with certain things, which I could say of almost anything, but I still regard that black box set as a masterpiece. And again, once you combine that box, with Van Richten books and sprinkling of FoG: it was perfection IMO. [/QUOTE]
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