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Everything We Know About The Ravenloft Book
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8211783"><p>I don't think it is nostalgia. I really just don't understand why you would want to limit the setting to all islands. Like I said, Islands were a thing in the black boxed and the line during the 90s. I ran plenty of adventures using islands. And I always found that more tricky to pull off long term than campaigns that were based on the core. Maybe I am not doing a good job of analyzing my preference here or a good job of conveying my meaning. But I can tell you from play at the table the two things are very different (and I certainly played around with different approaches to navigation and communication between islands). Don't get me wrong, I think the islands are important too: they add another layer to the setting: you have the more navigable and familiar core, but you also have this really off the map scary place players can adventure to----the mists and the misty islands they contain. I liked having that. I didn't want the whole campaign to be that. I needed to have a place where places were more like realms in a real world so I could build up a campaign if that makes sense. I don't know how else I can explain it than that. But I really don't understand why people would want to reduce ravenloft to just one option rather than having both. To me that would make it more of a one trick pony setting, and it would be focusing on one aspect of the setting that worked, the sense of entrapment, to the exclusion of other things. </p><p></p><p>And to be clear here: I've made a horror game that used concepts like this all island approach. It worked for mini-campaign that were largely monster of the week one shots (I used them when I wanted to take a break from running sandboxes). I am not totally opposed to the idea. I just think it has big weakness: it will fall apart for long term campaigns (or at least make them substantially harder to pull off).</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8211783"] I don't think it is nostalgia. I really just don't understand why you would want to limit the setting to all islands. Like I said, Islands were a thing in the black boxed and the line during the 90s. I ran plenty of adventures using islands. And I always found that more tricky to pull off long term than campaigns that were based on the core. Maybe I am not doing a good job of analyzing my preference here or a good job of conveying my meaning. But I can tell you from play at the table the two things are very different (and I certainly played around with different approaches to navigation and communication between islands). Don't get me wrong, I think the islands are important too: they add another layer to the setting: you have the more navigable and familiar core, but you also have this really off the map scary place players can adventure to----the mists and the misty islands they contain. I liked having that. I didn't want the whole campaign to be that. I needed to have a place where places were more like realms in a real world so I could build up a campaign if that makes sense. I don't know how else I can explain it than that. But I really don't understand why people would want to reduce ravenloft to just one option rather than having both. To me that would make it more of a one trick pony setting, and it would be focusing on one aspect of the setting that worked, the sense of entrapment, to the exclusion of other things. And to be clear here: I've made a horror game that used concepts like this all island approach. It worked for mini-campaign that were largely monster of the week one shots (I used them when I wanted to take a break from running sandboxes). I am not totally opposed to the idea. I just think it has big weakness: it will fall apart for long term campaigns (or at least make them substantially harder to pull off). [/QUOTE]
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