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D&D 5E Ravenloft in 5e: What would you like to see?

Remathilis

Legend
Ravenloft has been a fan favorite of D&D since the original I6 module. It mixed gothic horror with fantasy and allowed those who love the dark, romantic atmosphere of Stoker, Shelly, Doyle and others to mix with the heroics of D&D. However, the presentation of Ravenloft has been... schizophrenic.

Ravenloft, as a setting, grew out of the original module and its sequel, House on Gryphon Hill. The original box set presented Ravenloft as a series of domains that each had its own monstrous ruler, or darklord, in control and often times aped a famous horror novel or concept. While in theory they formed a continent (called the core) and a bunch of islands, they were effectively mini settings in their own right; each one was insular and the original box sets rarely discussed matters of trade, travel, or culture beyond the specific domain you were in. The domains were likewise modular thanks to the Mists; while most people traveling east through the misty borders of Barovia would end up in Nova Vaasa, it wasn't a guaranteed outcome. Maps were suggestions rather than laws, and aside from some interaction between dark lords (Strahd and Azalin during the Grand Conjunction, or Drakov's insistence on attacking Darkon) most domains were insular.

Domains of Dread (and later the Arhaus 3e Ravenloft material) began to play on the concept of Ravenloft-as-a-living-world; the core was stable, the map usually made sense, and people crossed domains in search of trade. Organizations existed beyond domain borders, religions weren't localized to one domain (and some of them weren't evil either; such as the Church of Ezra) and most importantly, it was assumed PCs would be FROM Ravenloft, rather than usual strangers wandering in from the Mists approach of the box sets. The nativist approach to DoD on created a world PCs can explore, but highlighted some of the nonsensical elements of the setting. Ravenloft had at one point no less than five different moons that changed depending on the domain you were in. The oceans appeared overnight less than 15 years ago (and not at the same time) but sailors had existed for centuries. There is a giant misty hole in the center of the continent. As Ravenloft began to develop into a living, breathing world where people weren't just frightened townsfolk, the world began to show where it had been stitched at the seams.

After WotC got the publishing rights back from Arhaus, the idea of Ravenloft as a setting began to disappear. The only official WotC-produced Ravenloft item, Expedition to Castle Ravenloft, returned to its I6 roots. No mists, no demi-plane, just a vampire and his castle. It even outright contradicted classic RL lore (Madame Eva...) and clearly was not designed to connect to the campaign setting. (It gave you ideas on how to run it in Greyhawk, Eberron, Forgotten Realms, and even d20 Modern, but none on how to run it... in Ravenloft). During 4e's run, Ravenloft Domains seemed to just be demiplanes in the Shadowfell, unconnected to one another (even in the most basic sense the 2e box sets did) and had gone back to the "mists take you to a spooky place" model of travel. There were a few domains detailed in Dragon Magazine (though I'm at a loss to tell you how many; I recall one about tieflings with a Romeo + Juliet theme) and the Vistani appeared (as was common during 4e) as a option for the Core game. (4e had a nasty habit of stealing the best from all settings and re-using it devoid of its original context: vistani, warforged, draconians, the Isle of Dread, and Accerack, but I digress).

The last Ravenloft product (aside from the awesome board game, which clearly borrows from the I6/Expedition model) announced was a stand-alone/4e compatible Ravenloft RPG (similar to Gamma World) that focused on "playing monsters" like vampires, werewolves, and the like. While a similar product HAD existed in 2e (Requiem); the idea of RL was to fight monsters, not play them. I recall a lot of negative feedback on this product, but for many reasons (not the least 4e's collapse) it never made it past the announcement stage.

Ravenloft did get mentioned in the 5e books; the opening example of play has the PCs at Strahd's door, the DMG mentions it in a few places (using the "demiplane(s) in the shadow plane" model) and the MM used Strahd and his castle for the Vampire sections art. Now, in the last survey, RL was placed on the top "old" settings (along with Planescape, Dark Sun, and Eberron) as settings people would like to revisit.

My question is; which Ravenloft will they bring us? Which SHOULD they bring us?

The "domains" model of early 2e (and late 4e) where domains exist as mini islands independent of each other, where outsiders travel to for a night (or longer) of terror?

The "world" model of late 2e and 3e where Ravenloft is home to natives existing in a strange and surreal world of Gothic monsters?

The "adventure" model of 1e and 3e where Ravenloft wasn't a setting but a (series of) modules with a horror theme for DMs to drop in and use in there world like they could any AP or adventure?

Or the "monster mash" model proposed before 4e's demise which allowed PCs to BE the monsters in some fashion?

Each has its own advantages and disadvantages. So I want to hear what others would want in a Ravenloft product.
 

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I6 was a blast, and "Expedition" expanded nicely on that. Gryphon Hill was, in my opinion, too unfocused, but the Ravenloft setting never appealed to me at all.

I suppose my answer would be the "adventure" model as the one I would most like to see. A series of gothic horror inspired adventures that could be dropped into a standard D&D setting.
 

I never read the original griffin hill, but have gotten my hands on a bad copy of the original along with the 3e version of 'castle raven loft'. My intro to the world though was odd.

I was DMing a small group back in 2e in high school, and made a large leap as some of my players went to freshmen year college, and found an RP club full of gamers. Our intro to there D&D was odd they had updated phbs and lots of optional books we didn't. Refusing to rebuy a PHB, I instead bought a book called Domains of Dread that had a lot of updated class info in the back. That book brought me into the setting.

My experience was hit or miss in 2e with it, but 3e it really exploded.

Having said that what I want is a mix of 3e and 4e Loft... A strong established core, AND floating islands in the mist. That way you could be pulled into a small island for an adventure, or live on the core.

The core itself I want to be made into 1 setting. Yes a piece of Dragonlance or the realms can be there, but it as to fit in the world. A core of 7 or 8 domains that know about each other and function.
 

The core itself I want to be made into 1 setting. Yes a piece of Dragonlance or the realms can be there, but it as to fit in the world. A core of 7 or 8 domains that know about each other and function.

I would personally remove all the obvious D&D world domains. It hurts the unique identity of Ravenloft. We don't need kenders, a Red Wizard of Thay, or Bane reminding us of the patchwork nature of the world, at least of in the core.
 

I have the 1st and 2nd Ravenloft box sets, as well as the core Arthaus 3e book, plus this blog has some good ideas for converting some of the crunch to 5e, so I don't really need one, personally (a UA article similar to the Eberron one would be cool).

But to answer the question, I was more partial to Ravenloft as "a nice place to visit, but I wouldn't want a campaign there." I prefer to run it as a place that's dark, depressing, and oppressive, where every step forward comes with three steps back. That might be fun to campaign in for a group of goth teens, but the idea is to get the players to really want to accomplish the goal of getting the hell out of there.
 

Ravenloft, IMHO, was a fantastic adventure, and would make a wicked cool AP. But as a campaign setting, it was a bit much for me. I'd love to see one of WotC next big book adventures take it on, but keep it setting neutral.
 


You know, my favourite part of I6 was the fact that it always played differently due to the random motivation table for Strahd. That's a great feature, and something I'd love to see more of. As for the setting itself...

I think the idea of divorcing Ravenloft from an actual setting, and instead just going for demiplanes that can be dropped into existing settings is the way to go. So, SORT of the 2e approach, but get rid of the idea of a special setting. Having Ravenloft be a means for introducing a horror setting into an existing world is better (to me) than having a world of horror all the time.
 

I don't think treating Ravenloft as a setting precludes its use as a 'weekend in hell' adventure. Due to the compartmentalized nature of the domains, be they islands of terror or core domains with closed borders, I think either would work. What do I think we'll get? Probably an adventure that capitalizes on the notoriety of Strahd and Castle Ravenloft. What would I like to see? Well, if the content was constrained to an adventure path, I'd like to see the Grand Conjunction done better. Not a new conjunction, mind you, but the original re-tweaked and re-done. That's just one idea I guess. I don't think we need another I6/House of Strahd/Expedition to Castle Ravenloft.

I would prefer Ravenloft as a setting though. Yes, one sees some aspects from Forgotten realms, Dragonlance, etc., but this makes sense really. If these lands were drawn into Ravenloft, or manufactured from the memories of the Dark Lord themselves, it makes sense that they would be present. However, by and large, these aspects are twisted and perverted in some fashion by the Dark Powers or by the land itself.
 

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