AngryMojo said:
I've also noticed that the best stories in Ravenloft are usually about the darklords themselves. This way, the damnation you're fighting against is directly on your doorstep, not just some distant threat.
I'm sure you can play a standard "normal people versus horrible monsters" campaign with it, but I'm happy to see them add the option of playing the monster.
IMXP, making something a known player resource largely robs it of the mystery and exoticness it needs to be a dramatic threat. Imagine
A Nightmare on Elm Street where Freddy had some sort of mirror twin that worked against him, slashing only the bad demons away. Hardly the same experience. Not really the same sort of fun.
The gothic horror angle
is all about the villains as a massive campaign presence. The heroes in such as setting discover the secrets of these horrors in order to undo them, though, learning the stories of a few great evils over the course of the campaign.
I mean, playing vampires and werewolves can be fun and all, but that doesn't feel like a
Ravenloft experience to me. That feels like a World of Darkness experience to me, and if D&D is going to include it (and there's no reason they shouldn't!), I would really resent the idea that they're appropriating the Ravenloft name for it.
It's possible they could use that as an element of Ravenloft's corruption, though, and that could be interesting. I wouldn't really describe such a game as "you get to play werewolves," as much as it is, "you suffer the curse of lycanthropy," but I could see how the blurb would make it either way.
The blurb itself, though, is still very
.