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Reading Ravenloft the setting
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<blockquote data-quote="Bedrockgames" data-source="post: 8217007" data-attributes="member: 85555"><p>Again, this is entirely preference. But for me this was never a problem. I found the domains all generally kind of had a haunted and bleak feel as a result. Even a domain like Falkovnia, the smaller population sizes made the evil of Drakov's rule feel more immediate to me. Also I would just point to the surreal nature of the demi plane. These are places borough in, made or replicated by the mists. They may originally been part of some bigger picture, so I think that largely explains concerns about why you have consulting detectives and gentleman's clubs amid small coastal communities. But also I think a lot of those things themselves were later elaborations in the setting. You had Van Richten and George Weathermay and stuff like that, and the design definitely looks later than Renaissance to me. But even in the real world, you have small population places, which are often where we like to set our horror stories. Also, also, you can have a glassblower in a small city of 6,000 people (i've been to . </p><p></p><p>I will say this, this wasn't designed originally as a setting for people use town generators where you need X number of this in order to have X number of Y. It just doesn't follow that kind of logic or rules, and the absence of that stuff simply never troubled me (and I say this as someone whose major was history, where real world historical demographics were something I knew plenty about). But for a horror setting meant to emulate hammer and universal, I really am not worried about whether there are enough wheat fields to justify the population sizes or if the population size justifies having more than 1 glassblower to justify the golem design in an adventure. That just isn't the part of my brain I carry into Ravenloft.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8217007, member: 85555"] Again, this is entirely preference. But for me this was never a problem. I found the domains all generally kind of had a haunted and bleak feel as a result. Even a domain like Falkovnia, the smaller population sizes made the evil of Drakov's rule feel more immediate to me. Also I would just point to the surreal nature of the demi plane. These are places borough in, made or replicated by the mists. They may originally been part of some bigger picture, so I think that largely explains concerns about why you have consulting detectives and gentleman's clubs amid small coastal communities. But also I think a lot of those things themselves were later elaborations in the setting. You had Van Richten and George Weathermay and stuff like that, and the design definitely looks later than Renaissance to me. But even in the real world, you have small population places, which are often where we like to set our horror stories. Also, also, you can have a glassblower in a small city of 6,000 people (i've been to . I will say this, this wasn't designed originally as a setting for people use town generators where you need X number of this in order to have X number of Y. It just doesn't follow that kind of logic or rules, and the absence of that stuff simply never troubled me (and I say this as someone whose major was history, where real world historical demographics were something I knew plenty about). But for a horror setting meant to emulate hammer and universal, I really am not worried about whether there are enough wheat fields to justify the population sizes or if the population size justifies having more than 1 glassblower to justify the golem design in an adventure. That just isn't the part of my brain I carry into Ravenloft. [/QUOTE]
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