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Favorite edition of Ravenloft?
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<blockquote data-quote="Treebore" data-source="post: 4121247" data-attributes="member: 10177"><p>Thats a HUGE part of why I like the 3E versions best. The evil hiding behind a very thin veneer of "normal" was strongly stressed. Plus they also made it possible for a Paladin to live from first level on. So when I ran my 3E Ravenloft campaign (the first campaign I ever ran in Ravenloft, the setting) they lasted from first level to 12th. Most of the time it felt like a "normal" campaign that involved fighting an abnormal amount (for my typical campaigns at least) of Lycanthropes and undead. Plus several unique creatures of pure evil. It was only when fighting major figures (Darklords and almost Darklords) that I really used the rules for fear, insanity, etc... or invoked the feelings of near helplessness.</p><p></p><p>The players handled the setting very well and even got to enjoy the "horrific" feel of the setting since I invoked the feelings only every so often. They even liked the fact that I turned out the lights and had us play by candle light and played ominous sounding classical music.</p><p></p><p>So that is how I will run this new campaign. In a lot of ways evil simmering below the surface is far scarier than having it thrown in your face at every turn. Doing it that way numbs you to it, or makes you feel too overwhelmed and helpless. Keeping it to where the players still feel hopeful is much better.</p><p></p><p>Which is why I really like the 3E DMG they put out. It is the best advice on running a horror game I have come across in the D&D genre.</p></blockquote><p></p>
[QUOTE="Treebore, post: 4121247, member: 10177"] Thats a HUGE part of why I like the 3E versions best. The evil hiding behind a very thin veneer of "normal" was strongly stressed. Plus they also made it possible for a Paladin to live from first level on. So when I ran my 3E Ravenloft campaign (the first campaign I ever ran in Ravenloft, the setting) they lasted from first level to 12th. Most of the time it felt like a "normal" campaign that involved fighting an abnormal amount (for my typical campaigns at least) of Lycanthropes and undead. Plus several unique creatures of pure evil. It was only when fighting major figures (Darklords and almost Darklords) that I really used the rules for fear, insanity, etc... or invoked the feelings of near helplessness. The players handled the setting very well and even got to enjoy the "horrific" feel of the setting since I invoked the feelings only every so often. They even liked the fact that I turned out the lights and had us play by candle light and played ominous sounding classical music. So that is how I will run this new campaign. In a lot of ways evil simmering below the surface is far scarier than having it thrown in your face at every turn. Doing it that way numbs you to it, or makes you feel too overwhelmed and helpless. Keeping it to where the players still feel hopeful is much better. Which is why I really like the 3E DMG they put out. It is the best advice on running a horror game I have come across in the D&D genre. [/QUOTE]
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