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Running Expedition to Castle Ravenloft
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<blockquote data-quote="Treebore" data-source="post: 3193834" data-attributes="member: 10177"><p>Guys, I have both played in and ran the Ravenloft I-6 module. The Goth feel was largely determined by the DM rather than elements in the module. Just like running the Ravenloft setting, the Goth feel was largely helped by me, using dim lighting, music, candles, etc... had much more effect on the "Goth feel" my players felt than anything in the I-6 module or the setting rules of Ravenloft.</p><p></p><p>So this idea that I-6 has a "Gothic" feel to it is more to do with the art/presentation than how the module is written. To get more than that the DM needs to add Goth elements to the game room. As well as the characterizations they (the DM) presents via role playing.</p><p></p><p>But the Gothic elements actually written in the module do very little for the flavor. Its the DM's ability to tell a story and play characters, as well as manipulating the atmosphere of the game room, that really gives the "Gothic feel".</p></blockquote><p></p>
[QUOTE="Treebore, post: 3193834, member: 10177"] Guys, I have both played in and ran the Ravenloft I-6 module. The Goth feel was largely determined by the DM rather than elements in the module. Just like running the Ravenloft setting, the Goth feel was largely helped by me, using dim lighting, music, candles, etc... had much more effect on the "Goth feel" my players felt than anything in the I-6 module or the setting rules of Ravenloft. So this idea that I-6 has a "Gothic" feel to it is more to do with the art/presentation than how the module is written. To get more than that the DM needs to add Goth elements to the game room. As well as the characterizations they (the DM) presents via role playing. But the Gothic elements actually written in the module do very little for the flavor. Its the DM's ability to tell a story and play characters, as well as manipulating the atmosphere of the game room, that really gives the "Gothic feel". [/QUOTE]
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