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Everything We Know About The Ravenloft Book
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<blockquote data-quote="humble minion" data-source="post: 8212255" data-attributes="member: 5948"><p>And related to this, one thing that the various RL lines have NOT always sufficiently emphasised is that this affects how the game is played. A Ravenloft game played in the spirit of what I see as the 'flavour bibles' of the setting - Van Richten's guides, and the Gazetteers - is going to be slow and investigative and combat-light by the standards of most D&D games. The combats that do occur will likely be more dangerous and higher-CR in comparison to the PCS (no curbstomping orc warbands at 7th level, like my SKT party is in the process of doing currently), and running away will sometimes be necessary.</p><p></p><p>If you're using a model where advancement is keyed purely to killing monsters in combat, leveling in RL is going to be slooooow. Story XP awards are pretty much a necessity (as well as players buying into the whole concept and feel of the game). </p><p></p><p>And this also ties into why i prefer the RL-as-living-world implementation, rather than a reductive, small-domain model where everything is tightly tied to the Darklord, like CoS gave us. It gives PCs lesser threats to handle and genuinely eliminate as they advance through the levels, without everything just being a facet of one overarching bad guy pulling all the strings (which let's face it, doesn't make a lot of sense in Lamordia or Mordent, or Nova Vaasa, or Paridon). Maybe they eventually face a Darklord, maybe they don't, but they do get a chance to hopefully make a difference to some people in the meantime - and it rubs in that evil and horror is everywhere and in everyone, not just sprouting from Strahd or whoever.</p></blockquote><p></p>
[QUOTE="humble minion, post: 8212255, member: 5948"] And related to this, one thing that the various RL lines have NOT always sufficiently emphasised is that this affects how the game is played. A Ravenloft game played in the spirit of what I see as the 'flavour bibles' of the setting - Van Richten's guides, and the Gazetteers - is going to be slow and investigative and combat-light by the standards of most D&D games. The combats that do occur will likely be more dangerous and higher-CR in comparison to the PCS (no curbstomping orc warbands at 7th level, like my SKT party is in the process of doing currently), and running away will sometimes be necessary. If you're using a model where advancement is keyed purely to killing monsters in combat, leveling in RL is going to be slooooow. Story XP awards are pretty much a necessity (as well as players buying into the whole concept and feel of the game). And this also ties into why i prefer the RL-as-living-world implementation, rather than a reductive, small-domain model where everything is tightly tied to the Darklord, like CoS gave us. It gives PCs lesser threats to handle and genuinely eliminate as they advance through the levels, without everything just being a facet of one overarching bad guy pulling all the strings (which let's face it, doesn't make a lot of sense in Lamordia or Mordent, or Nova Vaasa, or Paridon). Maybe they eventually face a Darklord, maybe they don't, but they do get a chance to hopefully make a difference to some people in the meantime - and it rubs in that evil and horror is everywhere and in everyone, not just sprouting from Strahd or whoever. [/QUOTE]
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