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<blockquote data-quote="Odhanan" data-source="post: 3079594" data-attributes="member: 12324"><p>Well, the greater the pride, the greater the fall, as a Sith once said. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Seriously, I truly think that D&D with dungeons, dragons and magic is not anthetical to a gothic horror style of play. Or we wouldn't have had a product like I6 - Ravenloft in the first place. </p><p></p><p>Ravenloft, to me, isn't about terrifying the players because they're weaker and thus would be more desperate (I wouldn't be afraid as a player, but certainly more frustrated). It's terrifying because darkness surrounds them, and they, as heroes, represent one of the last hopes, the last rays of light left in a world of supernatural mysteries and horrors.</p><p></p><p>Now the question is how to play a D&D game with a gothic horror feel? There are a number of ways to do that, and the amount of wealth of magic items has little to nothing to do with it. </p><p></p><p>I think that InVinoVeritas describes some components of the "gothic style" fairly well. There should be light for us to be able to feel fear grasp our hearts. This can well be played in the context of a dungeon with loads of magic and a dragon waiting for you in the shadows. What matters is the motivation and the surrounding darkness. The surrounding must be dark, and there should be some kind of ray of light/hope to the situation. That's really well said: it's all about beauty in the first place.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 3079594, member: 12324"] Well, the greater the pride, the greater the fall, as a Sith once said. ;) Seriously, I truly think that D&D with dungeons, dragons and magic is not anthetical to a gothic horror style of play. Or we wouldn't have had a product like I6 - Ravenloft in the first place. Ravenloft, to me, isn't about terrifying the players because they're weaker and thus would be more desperate (I wouldn't be afraid as a player, but certainly more frustrated). It's terrifying because darkness surrounds them, and they, as heroes, represent one of the last hopes, the last rays of light left in a world of supernatural mysteries and horrors. Now the question is how to play a D&D game with a gothic horror feel? There are a number of ways to do that, and the amount of wealth of magic items has little to nothing to do with it. I think that InVinoVeritas describes some components of the "gothic style" fairly well. There should be light for us to be able to feel fear grasp our hearts. This can well be played in the context of a dungeon with loads of magic and a dragon waiting for you in the shadows. What matters is the motivation and the surrounding darkness. The surrounding must be dark, and there should be some kind of ray of light/hope to the situation. That's really well said: it's all about beauty in the first place. [/QUOTE]
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