D&D 5E (2014) How do you run a game in Ravnica?

That's like claiming that chocolate chip cookies without chocolate chips are still chocolate chip cookies. Or that replacing the chocolate chips with ground beef means they're still chocolate chip cookies.

Specific settings have specific details you can't remove without removing that which makes them that setting.

There's a reason the term "In Name Only" exists.
Did I say "remove"? No. I said focus on other things. A Dragonlance game that takes place in Krynn but does not focus on the War of the Lance (while it still goes on in the background) is still a Dragonlance game. Same way a Ravnica game that takes place in Ravnica but is not specifically about the Guilds is still a game in the Ravnica setting.

Maybe you can't conceive of a way to do it... but that's on you.
 

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Same way a Ravnica game that takes place in Ravnica but is not specifically about the Guilds is still a game in the Ravnica setting.

Maybe you can't conceive of a way to do it... but that's on you.
Go ahead and explain how to do it then.

Literally every single industry and service in Ravnica is controlled or influenced by the Guilds.

The Guilds are a bigger part of the setting than megacorporations are in Cyberpunk, you can't ignore or remove them and have it still be Ravnica.
 

My Ravnica got pretty wild. Orcus cultists had made inroads into several of the Guild's leaderships, and manipulated the Gruul clans into a war on the city center.
 

Feels like running a game in Ravnica might require a bit of buy-in from the players to understand what Necropolitan wrote above - the guilds are in EVERYTHING. MtG players may understand this notionally, but if you are playing with folks brand new to Ravnica, maybe an initial one-shot that starts in-media-res that really exposes how the guilds operate in the city. As a one shot, focus on maybe 3 guilds - a clear heavy, and ally, and a wild-card.

Then perhaps roll the tape forward 1, or 5, or 10 years, and the PCs are living in the consequences of the fallout from that one-shot in some way.
 

The other issue is there are massive problems with acting like the Guilds are neutral factions.

Take the Cult of Rakdos for example. As I mentioned they're a sadomasochistic circus-themed death cult centered on a demon lord (named Rakdos) that control most of Ravnica's entertainment industry. And the mining industry for some reason.

A notable member of the Cult of Rakdos is Massacre Girl, a serial killer who takes assassination contracts on the understanding that there WILL be lots of collateral murders.

I know some people don't like Alignment, but the Cult of Rakdos is Chaotic Evil. Even if there are members who don't partake in torturing and murdering people they're still supporting the members who do.

And The Guildmaster's Guide to Ravnica presents them as being a valid option for PCs to join.


Or there's the Orzhov Syndicate. They're like if the Mafia and Catholic Church back during the time of the Inquisitions combined and founded a bank.

If you die owing them money they enslave your soul until your debt is paid off. And your debt only decreases if they put your soul to work and the debt keeps increasing otherwise.

They're obsessed with bloodlines and their founding families were the only ones allowed to hold the upper levels of power until right before the War of the Spark. And because they can become ghosts who still own property there's the ultimate glass ceiling.

The Orzhov run a fake religion where they purge independant thoughts, preach a prosperity gospel, and use the flesh of sacrifices to create abominations known as Thrulls. They torture debtors (whipping, pillories, removal of limbs, etc.) and there's a specific monster who debtors can feed themselves to to try to pay off some of their debts.

And The Guildmaster's Guide to Ravnica presents them as being a valid option for PCs to join. It outright says that high-ranking Orzhov PCs will be able to have the Guild's enslaved souls do stuff for them as if there's nothing objectionable about it. The only negative thing it says is that the Orzhov won't like a PC using the enslaved souls for too long because it'll decrease their debts.

The book basically says 'Don't overwork your debt slaves because they might get closer to freedom.'

I'm all for letting PCs be villains in Evil campaigns, but the book doesn't present it that way.
 

The other issue is there are massive problems with acting like the Guilds are neutral factions.

Take the Cult of Rakdos for example. As I mentioned they're a sadomasochistic circus-themed death cult centered on a demon lord (named Rakdos) that control most of Ravnica's entertainment industry. And the mining industry for some reason.

A notable member of the Cult of Rakdos is Massacre Girl, a serial killer who takes assassination contracts on the understanding that there WILL be lots of collateral murders.

I know some people don't like Alignment, but the Cult of Rakdos is Chaotic Evil. Even if there are members who don't partake in torturing and murdering people they're still supporting the members who do.

And The Guildmaster's Guide to Ravnica presents them as being a valid option for PCs to join.


Or there's the Orzhov Syndicate. They're like if the Mafia and Catholic Church back during the time of the Inquisitions combined and founded a bank.

If you die owing them money they enslave your soul until your debt is paid off. And your debt only decreases if they put your soul to work and the debt keeps increasing otherwise.

They're obsessed with bloodlines and their founding families were the only ones allowed to hold the upper levels of power until right before the War of the Spark. And because they can become ghosts who still own property there's the ultimate glass ceiling.

The Orzhov run a fake religion where they purge independant thoughts, preach a prosperity gospel, and use the flesh of sacrifices to create abominations known as Thrulls. They torture debtors (whipping, pillories, removal of limbs, etc.) and there's a specific monster who debtors can feed themselves to to try to pay off some of their debts.

And The Guildmaster's Guide to Ravnica presents them as being a valid option for PCs to join. It outright says that high-ranking Orzhov PCs will be able to have the Guild's enslaved souls do stuff for them as if there's nothing objectionable about it. The only negative thing it says is that the Orzhov won't like a PC using the enslaved souls for too long because it'll decrease their debts.

The book basically says 'Don't overwork your debt slaves because they might get closer to freedom.'

I'm all for letting PCs be villains in Evil campaigns, but the book doesn't present it that way.

That's Ravnica.

Rakdos, Irzhov and Dimir are villains morally but you can play them.
 

Literally every single industry and service in Ravnica is controlled or influenced by the Guilds.
And in the real world everything is controlled by corporations. It's still possible to do other things, and have the corporations as a background detail rather than the main story.
I know some people don't like Alignment, but the Cult of Rakdos is Chaotic Evil. Even if there are members who don't partake in torturing and murdering people they're still supporting the members who do.

And The Guildmaster's Guide to Ravnica presents them as being a valid option for PCs to join.
Chaotic Evil PCs have always existed in D&D. I remember back in 1st edition Assassins were extremely popular, despite (or because of) being required to be always evil. Murder Hobos are a thing. I'm sure in Ravnica too.

Certainly, that's not going to work for every group, but we have already explained how to deal with it: you discuss which guilds players are going to be members of in session zero to make sure everyone is on the same page. The same way as you deal with a "no evil PCs" game. Or "no LG paladins" in a game of murder hoboing.
 

And in the real world everything is controlled by corporations. It's still possible to do other things, an have the corporations as a background detail rather than the main story.

Chaotic Evil PCs have always existed in D&D. I remember back in 1st edition Assassins were extremely popular, despite being required to be always evil. Murder Hobos are a thing. I'm sure in Ravnica too.

Certainly, that's not going to work for every group, but we have already explained how to deal with it: you discuss which guilds players are going to be members of in session zero to make sure everyone is on the same page. The same way as you deal with a "no evil PCs" game.

Not to the same extent. Imagine if there were 10 megacorp controlling everything and in effect were the government.

You coukd down play them i suppose and do an urban campaign.
Kinda pointless though. May as well play in Baldurs Gate or Waterdeep.
 

Not to the same extent. Imagine if there were 10 megacorp controlling everything and in effect were the government.
Ten seems rather high, but even if you don't see it happening now, its a pretty standard set up of for a cyberpunk game*. Which is where I suggested starting when looking for inspiration for Ravnica.

*Also see: Alien: Earth.
 


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