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Should Ravenloft be a Low Magic Setting?
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<blockquote data-quote="Odhanan" data-source="post: 3080515" data-attributes="member: 12324"><p>I daresay it does, because of I6 and because of the way the boxet set was designed. For D&D. Besides, I never said the boxed set couldn't be better designed. It could, if it was sticking more to D&D's core story. </p><p></p><p></p><p>It's not my point. My point is that Ravenloft is supposed to be a D&D setting, not a d20 setting using D&D rules. Therefore, it has to use D&D's core components. In "Dungeons and Dragons", you've got "Dungeons" and "Dragons". </p><p></p><p></p><p></p><p>Again, I'm not criticizing the aims of WW's Ravenloft's design. Hell, I'm not even criticizing its quality as a setting! That's not what I'm saying. What I'm saying is that maybe taking off the "week end in hell" approach, whatever the motivations behind it, created a focus on the setting itself and a huge development of its metaplot while letting D&D's feel within the setting down, which resulted for me in a setting that had more to do with a fantasy version of the World of Darkness than a D&D setting. </p><p></p><p>That's what I'm saying. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>It seems to me like that may be a flaw from the campaign and not D&D. </p><p></p><p>The subject has been discussed time and time again. </p><p></p><p>The DM has a responsability in what items he allows, gives, sells to the PCs, like in any other D&D game using any other type of setting. It's a role-playing game with a DM. Supernatural and magical abilities don't have to be looked upon as superheroes' abilities. The taste of a given magical item depends on the DM and the way the players handle them, in my opinion. Of course, if you've got players who want to play Superman in Ravenloft, you're going to have trouble conveying the mood of the setting. </p><p></p><p>Or... maybe not? I certainly can imagine Superman, paragon of virtue, trapped on Ravenloft. I think there was a comic book that had a similar plot with a near-disillusioned Superman in a world going down the trash. That's certainly playable. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Maybe you've looked at the other thread entitled "<a href="http://www.enworld.org/forums/showthread.php?t=175045" target="_blank">Gothic Games</a>". There, I'm expressing an opinion about the feel of a gothic horror RPG session. Basically, I don't believe the feeling of horror relies on the weakening of the players' characters or at least, it doesn't have to be the case. I think it has a lot to do with the actual characters in play, and I'd add it also has a lot to do with the kind of DM's running the game for what kind of players, and how everyone wants to participate in the feel of the setting.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 3080515, member: 12324"] I daresay it does, because of I6 and because of the way the boxet set was designed. For D&D. Besides, I never said the boxed set couldn't be better designed. It could, if it was sticking more to D&D's core story. It's not my point. My point is that Ravenloft is supposed to be a D&D setting, not a d20 setting using D&D rules. Therefore, it has to use D&D's core components. In "Dungeons and Dragons", you've got "Dungeons" and "Dragons". Again, I'm not criticizing the aims of WW's Ravenloft's design. Hell, I'm not even criticizing its quality as a setting! That's not what I'm saying. What I'm saying is that maybe taking off the "week end in hell" approach, whatever the motivations behind it, created a focus on the setting itself and a huge development of its metaplot while letting D&D's feel within the setting down, which resulted for me in a setting that had more to do with a fantasy version of the World of Darkness than a D&D setting. That's what I'm saying. :) It seems to me like that may be a flaw from the campaign and not D&D. The subject has been discussed time and time again. The DM has a responsability in what items he allows, gives, sells to the PCs, like in any other D&D game using any other type of setting. It's a role-playing game with a DM. Supernatural and magical abilities don't have to be looked upon as superheroes' abilities. The taste of a given magical item depends on the DM and the way the players handle them, in my opinion. Of course, if you've got players who want to play Superman in Ravenloft, you're going to have trouble conveying the mood of the setting. Or... maybe not? I certainly can imagine Superman, paragon of virtue, trapped on Ravenloft. I think there was a comic book that had a similar plot with a near-disillusioned Superman in a world going down the trash. That's certainly playable. :) Maybe you've looked at the other thread entitled "[url=http://www.enworld.org/forums/showthread.php?t=175045]Gothic Games[/url]". There, I'm expressing an opinion about the feel of a gothic horror RPG session. Basically, I don't believe the feeling of horror relies on the weakening of the players' characters or at least, it doesn't have to be the case. I think it has a lot to do with the actual characters in play, and I'd add it also has a lot to do with the kind of DM's running the game for what kind of players, and how everyone wants to participate in the feel of the setting. [/QUOTE]
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