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Ravenloft= Meh
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<blockquote data-quote="hawkeyefan" data-source="post: 6833065" data-attributes="member: 6785785"><p>I don't think that Ravenloft games are more horrific "just because it's Ravenloft", and I don't think that people are really saying that. </p><p></p><p>What they are saying is that the DM should approach their job differently. And that the players should perhaps adjust their expectations a bit.</p><p></p><p>But horror in D&D is not only achievable, but I think it's fairly easy to the point that I'm surprised to hear so many folks say it's not possible, or that there is some flaw in the rules system that makes it more difficult. </p><p></p><p>I recently ran a 5E version of Dead Gods, which isn't even a Ravenloft adventure, but rather a Planescape one...and my players were terrified at times. And they should be based on what's happening in the module. If players don't feel in over their head during that module, and uncomfortable at times, then I don't think the DM has done his job.</p><p></p><p>It's easy to become desensitized to all the crazy stuff that this game puts players through..."you open the big iron double doors and there is a mountain of treasure and perked atop that mountain is a colossal ancient red dragon...what do you do?" is such a typical way to play the game. But it's totally missing the storytelling experience...the mood....impressing upon the players some sense of wonder.</p><p></p><p>Horror is just a shift in the approach....trying to recapture that attempt to have a feel to the game. A theme that runs throughout. To evoke that theme, you use different tools in the DM toolbox. </p><p></p><p>It's not just about fighting vampires and ghouls instead of dragons and trolls.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 6833065, member: 6785785"] I don't think that Ravenloft games are more horrific "just because it's Ravenloft", and I don't think that people are really saying that. What they are saying is that the DM should approach their job differently. And that the players should perhaps adjust their expectations a bit. But horror in D&D is not only achievable, but I think it's fairly easy to the point that I'm surprised to hear so many folks say it's not possible, or that there is some flaw in the rules system that makes it more difficult. I recently ran a 5E version of Dead Gods, which isn't even a Ravenloft adventure, but rather a Planescape one...and my players were terrified at times. And they should be based on what's happening in the module. If players don't feel in over their head during that module, and uncomfortable at times, then I don't think the DM has done his job. It's easy to become desensitized to all the crazy stuff that this game puts players through..."you open the big iron double doors and there is a mountain of treasure and perked atop that mountain is a colossal ancient red dragon...what do you do?" is such a typical way to play the game. But it's totally missing the storytelling experience...the mood....impressing upon the players some sense of wonder. Horror is just a shift in the approach....trying to recapture that attempt to have a feel to the game. A theme that runs throughout. To evoke that theme, you use different tools in the DM toolbox. It's not just about fighting vampires and ghouls instead of dragons and trolls. [/QUOTE]
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