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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How would you re-envision Ravenloft for 4e.
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<blockquote data-quote="Najo" data-source="post: 3977889" data-attributes="member: 9959"><p>I like the following ideas:</p><p></p><p>* Give ravenloft its own collection of countries and realms brought together, but fashion into a working collection of countries. Perhaps domains are small areas that taint the part of the land they are brought into. The darklord is spiritually chained to that domain and brings his pain and darkness with him.</p><p></p><p>* Something within Ravenloft draws and awakens evil and fear within things. Perhaps it is a planar prison, perhaps it isn't. </p><p></p><p>* The dark lords can move about, but as suggested above, have to take soil from their domain, or a family heirloom or be in the presence of a particular person, under the effect of a certain charm etc. When darklords leave their domains they are weaker versions of themselves.</p><p></p><p>* Darklords cannot shut off their borders. They can use magic, sense and see places within their domains, use the animals there as limited familiars. They are like a demi god within his realm, this effect is strongest in the dark lord's lair. Like Strahd stealing action points within castle ravenloft in the most recent adventure WOTC published.</p><p></p><p>* Keep horror archetypes with twists, just be cleaver about their execution and when they are used.</p><p></p><p>* Put plenty of other elements for adventure into Ravenloft. Exploring the secrets of the dark lords and the plane itself, ancient histories back before the coming of strahd, lore of the gypises that hint at the secrets of the world. </p><p></p><p>* Occult and planar powers at work within Ravenloft that are much more subtle and horrorfying. Make the planes more obscure and shadowy. Make demons, dark fey, undead ghosts and wraiths, and the like, things that strike terror into adventurers. Have evil cults, cuthroat gypsies and servants of the darklords that bring intrigue, mystery and cthulthlu like adventuring for the players to explore. </p><p></p><p>* Keep the fortune telling, astrology, horror/ corruption checks (but streamline them), let magic wards and curses and the like work differently there. </p><p></p><p>* I also like the idea of it being the mature setting, exploring dark magic, adult relationships, terror and horror, betrayal, corruption and the like. Don't over do it to much, but definantly lose the high adventurer and replace it with drama, suspense, intrigue and being scared. </p><p></p><p></p><p>Ravenloft should be D&D meets the World of Darkness, especially Vampire Dark Ages. </p><p></p><p>I do think Ravenloft should push into that 16th century european feel. Black powered, carriages, lavish nobles and their courts, extravagant artists and science/ alchemies. You could do this without copying Europe the way they did, look at how Eberron worked most of those things into their setting still had its own original look and feel. Ravenloft could pull a little bit of its look from frazetta, spawn dark ages/ godslayer, warhammer's vampire counts, vampire dark ages, then a little 16th century france and germany meets russia and everything between.</p></blockquote><p></p>
[QUOTE="Najo, post: 3977889, member: 9959"] I like the following ideas: * Give ravenloft its own collection of countries and realms brought together, but fashion into a working collection of countries. Perhaps domains are small areas that taint the part of the land they are brought into. The darklord is spiritually chained to that domain and brings his pain and darkness with him. * Something within Ravenloft draws and awakens evil and fear within things. Perhaps it is a planar prison, perhaps it isn't. * The dark lords can move about, but as suggested above, have to take soil from their domain, or a family heirloom or be in the presence of a particular person, under the effect of a certain charm etc. When darklords leave their domains they are weaker versions of themselves. * Darklords cannot shut off their borders. They can use magic, sense and see places within their domains, use the animals there as limited familiars. They are like a demi god within his realm, this effect is strongest in the dark lord's lair. Like Strahd stealing action points within castle ravenloft in the most recent adventure WOTC published. * Keep horror archetypes with twists, just be cleaver about their execution and when they are used. * Put plenty of other elements for adventure into Ravenloft. Exploring the secrets of the dark lords and the plane itself, ancient histories back before the coming of strahd, lore of the gypises that hint at the secrets of the world. * Occult and planar powers at work within Ravenloft that are much more subtle and horrorfying. Make the planes more obscure and shadowy. Make demons, dark fey, undead ghosts and wraiths, and the like, things that strike terror into adventurers. Have evil cults, cuthroat gypsies and servants of the darklords that bring intrigue, mystery and cthulthlu like adventuring for the players to explore. * Keep the fortune telling, astrology, horror/ corruption checks (but streamline them), let magic wards and curses and the like work differently there. * I also like the idea of it being the mature setting, exploring dark magic, adult relationships, terror and horror, betrayal, corruption and the like. Don't over do it to much, but definantly lose the high adventurer and replace it with drama, suspense, intrigue and being scared. Ravenloft should be D&D meets the World of Darkness, especially Vampire Dark Ages. I do think Ravenloft should push into that 16th century european feel. Black powered, carriages, lavish nobles and their courts, extravagant artists and science/ alchemies. You could do this without copying Europe the way they did, look at how Eberron worked most of those things into their setting still had its own original look and feel. Ravenloft could pull a little bit of its look from frazetta, spawn dark ages/ godslayer, warhammer's vampire counts, vampire dark ages, then a little 16th century france and germany meets russia and everything between. [/QUOTE]
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How would you re-envision Ravenloft for 4e.
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