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Tell me about Ravenloft
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<blockquote data-quote="Ulrick" data-source="post: 6010593" data-attributes="member: 775"><p>Ravenloft when through a few stages of development. </p><p></p><p>The first was <em>Ravenloft</em>, Module I6, and it just focused on players journeying to Castle Ravenloft to defeat Strahd. </p><p></p><p>When 2e came out, TSR developed Ravenloft as an outright campaign setting. Well, sort of, the average adventure involved player-characters getting grabbed by the Mists of Ravenloft. And then, usually, either the players were just stuck in Ravenloft which is supposed to be inescapable. Most DMs, however, that I know, including myself, usually gave the players a way out. </p><p></p><p><em>Domains of Dread</em> came out in 1997, it made the setting more of a "home base" (as Steve Miller, one of the designers put it) for characters who were born in Ravenloft. </p><p></p><p>I used to own some of the 3e books, but they seemed to pale in comparison to the 2e material. Maybe it was all those stat-blocks.</p><p></p><p>Ravenloft is great for the tone and feel of Gothic Horror. I used to take those fear, horror, and madness checks and put them in my non-Ravenloft games (until I discovered the Insanity Check from Call of Cthulu). </p><p></p><p></p><p>To answer your final question:</p><p>In my long-running Greyhawk Campaign (which ended some years back), the PCs would occasionally end up in Ravenloft. Ravenloft itself, in that campaign, was the prison plane of Tharizdun. This helped explain why the plane itself was hard to escape from, why evil was both rewarded and punished, and why, if one takes the reasoning of the Power of Belief from Planescape, the demiplane keeps growing.</p></blockquote><p></p>
[QUOTE="Ulrick, post: 6010593, member: 775"] Ravenloft when through a few stages of development. The first was [I]Ravenloft[/I], Module I6, and it just focused on players journeying to Castle Ravenloft to defeat Strahd. When 2e came out, TSR developed Ravenloft as an outright campaign setting. Well, sort of, the average adventure involved player-characters getting grabbed by the Mists of Ravenloft. And then, usually, either the players were just stuck in Ravenloft which is supposed to be inescapable. Most DMs, however, that I know, including myself, usually gave the players a way out. [I]Domains of Dread[/I] came out in 1997, it made the setting more of a "home base" (as Steve Miller, one of the designers put it) for characters who were born in Ravenloft. I used to own some of the 3e books, but they seemed to pale in comparison to the 2e material. Maybe it was all those stat-blocks. Ravenloft is great for the tone and feel of Gothic Horror. I used to take those fear, horror, and madness checks and put them in my non-Ravenloft games (until I discovered the Insanity Check from Call of Cthulu). To answer your final question: In my long-running Greyhawk Campaign (which ended some years back), the PCs would occasionally end up in Ravenloft. Ravenloft itself, in that campaign, was the prison plane of Tharizdun. This helped explain why the plane itself was hard to escape from, why evil was both rewarded and punished, and why, if one takes the reasoning of the Power of Belief from Planescape, the demiplane keeps growing. [/QUOTE]
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