This. I don't know what the plans are for Ravenloft's domains in 4E--I knew it was coming in Dragon, but with this announcement, you all now officially know as much as I do--but it wouldn't surprise me at all to see the domains introduced simply as just that: domains. Small kingdoms/realms of horror that can go anywhere, and don't need to be tied together into their own demiplane unless the DM wants 'em to be.
I could be way off-base. Just saying I could see it.
This. I don't know what the plans are for Ravenloft's domains in 4E--I knew it was coming in Dragon, but with this announcement, you all now officially know as much as I do--but it wouldn't surprise me at all to see the domains introduced simply as just that: domains. Small kingdoms/realms of horror that can go anywhere, and don't need to be tied together into their own demiplane unless the DM wants 'em to be.
I could be way off-base. Just saying I could see it.
I always felt that it detracted from the setting. I thought it "broke the fourth wall," so to speak. It seemed to me like it was an effort at wrenching Ravenloft into the planar cosmology, even though the sorts of horror stories it tried to tell really didn't deal with plane-hopping in the 2e cosmological sense.
I'm... not really describing this well. I felt like it turned Ravenloft from "the world" into "a world amongst many," rendering the dark powers that control the plane into mere provincial villains.
You've gotta admit, Ravenloft's got "points of light" down pat.
Was the whole "demiplane" thing really that important for people?
I always felt that it detracted from the setting. I thought it "broke the fourth wall," so to speak. It seemed to me like it was an effort at wrenching Ravenloft into the planar cosmology, even though the sorts of horror stories it tried to tell really didn't deal with plane-hopping in the 2e cosmological sense.
I'm... not really describing this well. I felt like it turned Ravenloft from "the world" into "a world amongst many," rendering the dark powers that control the plane into mere provincial villains.
No, I agree with that. I like the stories being told IN Ravenloft, but the nature of the planes was always weird and silly to me. Why do I need Dark Powers and a Plane of Dread to tell a story about a madman who is ultimately defeated by his own nature?
It was done:Was the whole "demiplane" thing really that important for people?
I always felt that it detracted from the setting. I thought it "broke the fourth wall," so to speak. It seemed to me like it was an effort at wrenching Ravenloft into the planar cosmology, even though the sorts of horror stories it tried to tell really didn't deal with plane-hopping in the 2e cosmological sense.
I'm... not really describing this well. I felt like it turned Ravenloft from "the world" into "a world amongst many," rendering the dark powers that control the plane into mere provincial villains.
I liked the Dark Powers, if you took out the stuff about them trapping you in a small, provincial plane ruled by vampires. I liked the idea of a campaign setting where the gods were weak and distant, and nebulous Dark Powers ruled.No, I agree with that. I like the stories being told IN Ravenloft, but the nature of the planes was always weird and silly to me. Why do I need Dark Powers and a Plane of Dread to tell a story about a madman who is ultimately defeated by his own nature?
See, I felt it made things less suffocating, by highlighting the fact that other worlds existed.EATherrian said:I enjoyed the demiplane aspect of Ravenloft. It added a suffocating dimension to the whole campaign knowing that even if you get out of one horrible nightmare you're still stuck in the dream. Plus is allowed things to develop naturally or new areas to just appear. Don't know how to do it well otherwise.
I get that, I just don't think you need the planar aspect (in the 2e era style of things) to have Dark Powers.Green Knight said:You don't need them to run A game like that. But you do need them to explain why every single country is dominated by a being of oppressive evil, and why each of these lords represents a varying type of evil.
Alright, you do need the planar aspect for that part of the setting. I just never found the "potpourri of evil from around the universe" thing to be that important to the setting as a whole.Green Knight said:The Dark Powers also added the element of drawing in the darklords from various worlds, all of whom were trapped and wanted out.
You don't need the demiplane thing to have these things. You could simply declare that these things are the way the world works. The demiplane thing is only truly necessary for commerce with other planes, and that's what sticks in my craw.Green Knight said:As for the demiplane, it further separated Ravenloft from your run-of-the-mill campaign. The world literally is flat. Sail far enough to the west and you'll hit the edge. The demiplane nature also allowed the landscape to reshape itself on occasion (far less painlessly then what they did with the Forgotten Realms, I might add).
I like the Dark Powers, the mists, the weird landscape, all of those things are great. I just don't think you need to put Ravenloft into the larger planar cosmology to have most of them.Green Knight said:The Dark Powers, the demiplane, the mists, these're all defining characteristics of Ravenloft. They're what make it more then just another horror game, and what separate it from every other campaign setting out there. Removing those elements means that it's no longer Ravenloft.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.