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Everything We Know About The Ravenloft Book
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<blockquote data-quote="Stormonu" data-source="post: 8218756" data-attributes="member: 52734"><p>I think [USER=4534]@MGibster[/USER] & [USER=6915329]@Faolyn[/USER] are arguing at loggerhead positions.</p><p></p><p>To me, for Ravenloft to be effective, it needs to be established in session 0 (or whatever session for a "Weekend in Hell") that it isn't using D&D's standard Heroic play. For there to be effective play on fear and terror, there needs to be some changes to playstyle. The players should often feel that the situation isn't in their control and that danger levels can easily be over their head. </p><p></p><p>What that entails will be different for each group, but what I would likely implement would be based on several of [USER=6879661]@TheSword[/USER] 's suggestions.</p><p></p><ul> <li data-xf-list-type="ul">There is no guarantee that encounters will be level appropriate. In fact, in many cases they are more likely to be Deadly or worse.</li> <li data-xf-list-type="ul">The default state of (monster) lore & (spell & magic item) knowledge is "unknown". Checks to reveal rule information may be more difficult, restricted, incorrect or unavailable.</li> <li data-xf-list-type="ul">Resource recovery is not automatic. For example, hit dice only refresh in "safe areas" and even in such areas, at a reduced rate (as designated by the DM). Hit point recovery is not automatic, and requires use of Hit Dice. Lingering injuries may be used. Rest times may modified (such as short rest = 1 day, long rest = 1 week, etc.)</li> <li data-xf-list-type="ul">Fear and terror checks may be used (but should be done sparingly) to convey character apprehension.</li> </ul><p></p><p>The DM can certainly use descriptions to create tension in the players (and I do for my games), but the rules should help the DM establish the mood and aid in creating a somewhat oppressive atmosphere of lingering dread and personal danger. It takes a certain type of mindset to do it effectively, and I wouldn't expect merely using descriptions SHOULD be the only way for DMs to inject a bit of the genre into play.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8218756, member: 52734"] I think [USER=4534]@MGibster[/USER] & [USER=6915329]@Faolyn[/USER] are arguing at loggerhead positions. To me, for Ravenloft to be effective, it needs to be established in session 0 (or whatever session for a "Weekend in Hell") that it isn't using D&D's standard Heroic play. For there to be effective play on fear and terror, there needs to be some changes to playstyle. The players should often feel that the situation isn't in their control and that danger levels can easily be over their head. What that entails will be different for each group, but what I would likely implement would be based on several of [USER=6879661]@TheSword[/USER] 's suggestions. [LIST] [*]There is no guarantee that encounters will be level appropriate. In fact, in many cases they are more likely to be Deadly or worse. [*]The default state of (monster) lore & (spell & magic item) knowledge is "unknown". Checks to reveal rule information may be more difficult, restricted, incorrect or unavailable. [*]Resource recovery is not automatic. For example, hit dice only refresh in "safe areas" and even in such areas, at a reduced rate (as designated by the DM). Hit point recovery is not automatic, and requires use of Hit Dice. Lingering injuries may be used. Rest times may modified (such as short rest = 1 day, long rest = 1 week, etc.) [*]Fear and terror checks may be used (but should be done sparingly) to convey character apprehension. [/LIST] The DM can certainly use descriptions to create tension in the players (and I do for my games), but the rules should help the DM establish the mood and aid in creating a somewhat oppressive atmosphere of lingering dread and personal danger. It takes a certain type of mindset to do it effectively, and I wouldn't expect merely using descriptions SHOULD be the only way for DMs to inject a bit of the genre into play. [/QUOTE]
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