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?
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.
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.
See, I felt it made things
less suffocating, by highlighting the fact that other worlds existed.
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.
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:
The Dark Powers also added the element of drawing in the darklords from various worlds, all of whom were trapped and wanted out.
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:
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).
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:
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.
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.
There are only three things I can think of that stem from making Ravenloft a demiplane but which cannot be explained as easily or better by
not making Ravenloft a demiplane:
1. Evil people from other planes getting abducted to Ravenloft.
2. PCs discovering the existence of other worlds and being prevented from getting there by the Dark Powers, or, overcoming the Dark Powers and escaping.
3. PCs from other planes getting stuck in Ravenloft.
I don't think any of these really help the setting, but then again I'm the sort of person who feels that having the PCs suddenly discover the existence of all kinds of other planes, then having them run off to have adventures in them, is the D&D version of a campaign jumping the shark.