Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Ravenloft Campaigns: What’s the meta-point?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Beginning of the End" data-source="post: 4669697" data-attributes="member: 55271"><p>For me, the 2nd Edition Ravenloft CS was all about fighting the darkness. Part of that, I suspect, is my ornery nature. When an RPG rulebook says "you can never", my first impulse is to reply, "Oh yeah? Watch me." Plenty of people certainly told me that I was playing it "wrong" -- that Ravenloft is supposed to be about evil that's impossible to overcome.</p><p></p><p>For me, the ultimate tale of Ravenloft, though, was "freeing a domain from the Mists". Maybe that means finding a way for a Domain Lord to redeem themselves; maybe that means defeating the Domain Lord; maybe that means something else.</p><p></p><p>OTOH, I think this epic goal isn't necessarily of central importance. Although it's nice to have one, it's more important to have that "core concept" from which individual adventures can be endlessly generated. After all, you might (might!) achieve that epic goal once in the course of a campaign. But you'll need to generate dozens of adventures over the course of that campaign.</p><p></p><p>So, with that in mind, I think the core concept of Ravenloft can be understood as the inversion of the core concept of traditional D&D. The traditional D&D dungeon crawl can be summed up as: "The heroes go to a place of danger." A Ravenloft adventure, on the other hand, can be summed up as: "Danger comes to the PCs and they must survive it or defeat it."</p><p></p><p>If we wanted to make this more specific, maybe we need to give the PCs' something to protect. Make the village a core component of the concept: A home which can be assaulted by an number of horrors and yet must be protected. (The term "village" like the term "dungeon" can encompass many things: Maybe it's a monastery. Or Buffy's Sunnydale. Or Angel's Los Angeles. Or a ship named Serenity.)</p><p></p><p>OTOH, it might also be useful to look at <em>Call of Cthulhu</em>, inarguably the most successful horror RPG ever published. Here, too, you'll have people tell you that the PCs are supposed to be destined to lose. But plenty of Cthulhu adventures and much of Lovecraft's own fiction feature victories. Yes, the Deep Ones are still out there and Cthulhu is still destined to rise... but Cthulhu will not rise <em>today</em> and the Deep Ones have been driven back into the depths of the sea.</p><p></p><p>So, in that sense: Yes, the Mists will always be there. But that doesn't mean that victories cannot be had.</p><p></p><p>In <em>Call of Cthulhu</em> this means that the central story is one of <em>investigation</em>. So it is possible to do "go forth and adventure" structures within the context of horror.</p><p></p><p>And one more thought for the road: Part of the problem in trying to distinguish Ravenloft from standard D&D is that there isn't much to distinguish them. D&D has been heavily steeped in horror traditions since Day #1. But, like Conan, it tends to kill the Cthulhu-oid monstrosities and take its stuff.</p><p></p><p>So maybe Ravenloft doesn't need a distinct core concept: Maybe it's still just a place where you kill stuff and take its loot. The difference is that Ravenloft is a more dangerous place to do it (with rewards commensurately higher). In this scenario, Ravenloft isn't a place for a 1-20 campaign and trying to figure out how to make it work like that is like trying to figure out how to run a heroic 1-20 campaign in Mordor: Mordor/Ravenloft is where the campaign goes when the Barrow Wights/Orcs aren't cutting it any more.</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 4669697, member: 55271"] For me, the 2nd Edition Ravenloft CS was all about fighting the darkness. Part of that, I suspect, is my ornery nature. When an RPG rulebook says "you can never", my first impulse is to reply, "Oh yeah? Watch me." Plenty of people certainly told me that I was playing it "wrong" -- that Ravenloft is supposed to be about evil that's impossible to overcome. For me, the ultimate tale of Ravenloft, though, was "freeing a domain from the Mists". Maybe that means finding a way for a Domain Lord to redeem themselves; maybe that means defeating the Domain Lord; maybe that means something else. OTOH, I think this epic goal isn't necessarily of central importance. Although it's nice to have one, it's more important to have that "core concept" from which individual adventures can be endlessly generated. After all, you might (might!) achieve that epic goal once in the course of a campaign. But you'll need to generate dozens of adventures over the course of that campaign. So, with that in mind, I think the core concept of Ravenloft can be understood as the inversion of the core concept of traditional D&D. The traditional D&D dungeon crawl can be summed up as: "The heroes go to a place of danger." A Ravenloft adventure, on the other hand, can be summed up as: "Danger comes to the PCs and they must survive it or defeat it." If we wanted to make this more specific, maybe we need to give the PCs' something to protect. Make the village a core component of the concept: A home which can be assaulted by an number of horrors and yet must be protected. (The term "village" like the term "dungeon" can encompass many things: Maybe it's a monastery. Or Buffy's Sunnydale. Or Angel's Los Angeles. Or a ship named Serenity.) OTOH, it might also be useful to look at [i]Call of Cthulhu[/i], inarguably the most successful horror RPG ever published. Here, too, you'll have people tell you that the PCs are supposed to be destined to lose. But plenty of Cthulhu adventures and much of Lovecraft's own fiction feature victories. Yes, the Deep Ones are still out there and Cthulhu is still destined to rise... but Cthulhu will not rise [i]today[/i] and the Deep Ones have been driven back into the depths of the sea. So, in that sense: Yes, the Mists will always be there. But that doesn't mean that victories cannot be had. In [i]Call of Cthulhu[/i] this means that the central story is one of [i]investigation[/i]. So it is possible to do "go forth and adventure" structures within the context of horror. And one more thought for the road: Part of the problem in trying to distinguish Ravenloft from standard D&D is that there isn't much to distinguish them. D&D has been heavily steeped in horror traditions since Day #1. But, like Conan, it tends to kill the Cthulhu-oid monstrosities and take its stuff. So maybe Ravenloft doesn't need a distinct core concept: Maybe it's still just a place where you kill stuff and take its loot. The difference is that Ravenloft is a more dangerous place to do it (with rewards commensurately higher). In this scenario, Ravenloft isn't a place for a 1-20 campaign and trying to figure out how to make it work like that is like trying to figure out how to run a heroic 1-20 campaign in Mordor: Mordor/Ravenloft is where the campaign goes when the Barrow Wights/Orcs aren't cutting it any more. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Ravenloft Campaigns: What’s the meta-point?
Top