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<blockquote data-quote="Retreater" data-source="post: 8207761" data-attributes="member: 42040"><p>Certainly.</p><p>The entire story of Curse of Strahd unfolds in a region that can be crossed on foot in about two days. HotDQ has weeks of caravan work going from place-to-place without much detail, but the DM needs to supply that information if you're going to bring it to life.</p><p>The history of Barovia (in curse of Strahd) begins and ends with the motivations of a dynamic villain. There aren't lots of shadowy motivations. The history is like maybe a couple generations, and most all of it (as presented in the adventure) actually shapes the lives of the citizens and the characters. </p><p>There are three towns and a few smaller encampments, allowing for each to feel flavorful and unique. Because there isn't a lot of distance, there are connections between the towns and other adventure sites, which makes the entire setting come to life in an immersive experience that hooks the players. This is usually lost in adventures with a grander scale. In a city like Waterdeep, my players didn't care at all. I could've burned the city with a red dragon. But helping a guy in a small encampment in Curse of Strahd look for his missing sister - and they were willing to go into the depths of hell (aka Castle Ravenloft) with that guy.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8207761, member: 42040"] Certainly. The entire story of Curse of Strahd unfolds in a region that can be crossed on foot in about two days. HotDQ has weeks of caravan work going from place-to-place without much detail, but the DM needs to supply that information if you're going to bring it to life. The history of Barovia (in curse of Strahd) begins and ends with the motivations of a dynamic villain. There aren't lots of shadowy motivations. The history is like maybe a couple generations, and most all of it (as presented in the adventure) actually shapes the lives of the citizens and the characters. There are three towns and a few smaller encampments, allowing for each to feel flavorful and unique. Because there isn't a lot of distance, there are connections between the towns and other adventure sites, which makes the entire setting come to life in an immersive experience that hooks the players. This is usually lost in adventures with a grander scale. In a city like Waterdeep, my players didn't care at all. I could've burned the city with a red dragon. But helping a guy in a small encampment in Curse of Strahd look for his missing sister - and they were willing to go into the depths of hell (aka Castle Ravenloft) with that guy. [/QUOTE]
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