Ravenloft: Masque of the Red Death. Anyone have it?

HalWhitewyrm

First Post
Has anyone purchased the new Masque of the Red Death?
If so, how does it compare to the old one? How are the classes/PrC/feats/etc.? How comprehensive is it in its world-view? And lastly, how much is OGC/PI?

Thanks.
 

log in or register to remove this ad

I'll have it soon...very soon. And then the world will bow to me--MWHAHAHAHAHAHAHAHAHAHAHA!

(I mail ordered it.)
 
Last edited:

All the Ravenloft and Masque of the Red Death products from Arthaus/White Wolf are closed content - they have a separate licensing agreement with WotC for using the d20 logo.

Personally, I'm sticking with my old MotRD boxed set by Bill Connors and patiently awaiting d20 Past from WotC. IMHO, MotRD would have been better off using d20 Modern, but I can certainly understand the reason for going with "Requires the PHB" from a business perspective.

Plus, there's much better d20 content out there related to horror that would work in MotRD just as well: Mongoose's OGL Horror, a boat load of Ronin Arts PDFs, Badaxe Games Grim Tales, to name a few.

Dont' get me wrong, though. Masque of the Red Death is an excellent Victorian horror campaign setting that I got a lot of enjoyment from back in the day, so I'd certainly encourage people to check out the new version or pick up the scanned PDF of the old "2e" version from RPGNow.
 

I own it. I have a few issues with it. The classes, the magic and the amount of books required to use it. I'm working on my own fan based MotRD campaign setting using Cthulhu D20, D20 Modern and Sword Sorcery's Advanced Player's Guide. I'll be including stuff from OGL Horror when I can get my mitts on it.
 

My opinion

Anybody who has seen my work knows my opinion. The class proliferation that was done by Claire and her cohorts was not to my taste. I don't think that every kit deserved a character class of its own, and I also was not a fan of the uppowering of the setting. I perfer the basic four classes with occupations from Modern d20 to take the place of kits. In fact I think Modern d20 is too much of a powerup for Masque of the Red Death.

Shameless plug: If you want to see my conversion, go to groups.yahoo.com and join the Masque of the Red Death group and then go to files.
 

Achan hiArusa - are you either Jarrod Lowe or Sammy Grimes?

If so, what's up! Long time no see! :)

If not, glad to know you anyway!
 

I must be the only one who liked the game, then. The flavor and writing were good, and it had a lot of useful information on both the setting and the period. I never had the original set, so I can't compare to what was done in that. I likewise don't have OGL Horror or Grim Tales, so I couldn't comment on differences in mechanics.

The magic system, I really liked. It's more usable (by PCs) than something like Call of Cthulhu D20, but will still hurt PCs in the long run. It's essentially a skill-based system, you roll Spellcraft to get the spell to succeed, and have chances of both critical success and critical failure to keep things uncertain. There's also a caveat with normal failure: if the spell doesn't succeed, but the caster really wants it too, then they can make some sort of sacrifice to give it the push that it needs. It could be ability damage, or hp damage, or a bargain with a spirit, or a few other things.

I prefer something like this to the upfront harsh cost of CoC D20. Under that system, it pretty much just allows the villains to cast spells, who always seem to ignore the rules when it comes to spellcasting costs (or did in BRP, anyway). Here, the players can cast the spells as well, but they have to balance the costs, especially in the long term, vs. the powers they're getting. It's essentially like giving them enough rope to hang themselves- how their character will fare is in their hands, it all depends on how badly they want the power and what they're willing to give up in exchange. To me, this is exactly how occult-style spellcasting should work in an RPG.

As for the classes and other stuff, meh. It doesn't really concern me one way or the other. From the initial announcement I knew that the book would be licensed, non-OGC, and would have core classes instead of Modern ones. It wouldn't be too hard to use Modern classes with the setting instead of the ones that are given; alternately, the "class proliferation" in the book is presented as alternate versions of the four basic classes, so one could just ignore all the extra ones and stick with the basic four.

From what I could see, the only other book that someone would need would be the Ravenloft 3.0 book. It's true that Masque doesn't have the Fright Check or Powers Check rules, which is sort of annoying for a supposedly stand-alone game. Since I already had the Ravenloft 3.0 book, again this just wasn't an issue for me. Masque had everything I wanted as far as setting and magic rules, so it's a purchase I'm happy with.
 
Last edited:


Hal, what was your decision? :)

I'm thinking about getting it. But I might hold off and get the D20 Past book and use some online rules for fright checks that were on Kartagane.com before the Ravenloft 3.0 book was published.


Mike
 

Sorry, I had a brain-fart there. :)
I decided not to pick it up; the"All Closed Content" thing just sealed it for me. I'll stick with the old MotRD release, and tweak accordingly once d20 Past comes out.
 

Remove ads

Top