Ah, but...the DM is encouraged to surprise players with the unknown. Consider this example of a Ravenloft encounter:Maybe do a little research first? Like, you know, every monster-hunting story?
An observant reader with note that the word
Ah, but...the DM is encouraged to surprise players with the unknown. Consider this example of a Ravenloft encounter:Maybe do a little research first? Like, you know, every monster-hunting story?
But this just goes back to what I've been saying. It doesn't take a bad DM to make Ravenloft a miserable experience for the players. It takes a very good DM not to, which is why the setting has the reputation it does.Sure. Of course, back then, Ravenloft was literally a "weekend in hell." You played an adventure there and then went back home. You'll note that nearly every single spell that "doesn't work" is one that allows you to teleport or scry outside of Ravenloft, and "screws you over" is a 1-2% chance of having the Dark Powers notice you.
Also? Many of the spells that worked weirdly in the Black Box set were removed from the altered spells list in Domains of Dread--because by that time, the game had changed from weekend in hell to a setting you could be native to and have an entire campaign in.
I hadn't read Feast of Goblyns before because I generally don't use pre-written adventures (I have rewritten the heck out of CoS, which is the only RL adventure I've ever bought). So I'm not going to defend it if it was a badly-written module. That being said...
This is, indeed, all bad DM stuff. It's bad DM stuff that may be written into the game because there wasn't much in the way of balancing encounters back them, but a sensible DM would read this and realize that it was OP. Of course, since there wasn't much balance back then, it's quite likely that these level 4-7 players have several magic items. There was no magic item budget then, only warnings about not going Monty Haul.
Also, as a note, I looked up the adventure. Wolfweres and a greater wolfweres were on an optional encounter table with a note saying that the encounters weren't necessary and were to be used primarily for flavor:
In fact, the adventure goes on to say that they are optional encounters and not random encounters. A DM has to actively choose to put one in the game. They can't hide behind "it's a random encounter table, I had to roll on it."
FoG also has this note:
Emphasis mine. So right away, the game makes it pretty easy to let the PCs be properly armed against wolfweres. The DM has to make the conscious decision to have the PCs be useless against wolfweres.
The game also states that if your PCs are weak/low-level, then you can use werewolves in place of wolfweres and standard wolves in place of dire wolves (and conversely, if your PCs are higher level, to substitute loup-garou and greater wolfweres in place of regular werewolves and wolfweres). There are a lot of examples like that in the book. "Your PCs encounter the master of the wolves. He can be a werewolf or wolfwere if you desire." Or he can be a normal person.
What this means is, if you played in this game and were killed or almost killed by an OP random encounter, then that indicates that the DM wanted to put you through a meat grinder, rather than actually produce a horror game.
Perhaps this will surprise you, but in the close to two decades I've run Ravenloft, I've had three PC deaths, and two of them were because the players wanted their character to die (one person had to leave the game entirely; another player didn't like her character). Only one of the deaths was in combat--and it was a boss fight, in 5e.
You face the creature, maybe get your butt kicked a little, then fall back and do that research I mentioned. Again, this well-established in the genre, and should be part of a good session 0.Ah, but...the DM is encouraged to surprise players with the unknown. Consider this example of a Ravenloft encounter:
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An observant reader with note that the word
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Uh, except, how do you not die to the Greater Wolfwere and his 4d6 wolves/2d6 dire wolves again? And please don't say run away, they're faster than most PC's.You face the creature, maybe get your butt kicked a little, then fall back and do that research I mentioned. Again, this well-established in the genre, and should be part of a good session 0.
Y'know, I have never heard of Ravenloft having a bad reputation. Not even once.But this just goes back to what I've been saying. It doesn't take a bad DM to make Ravenloft a miserable experience for the players. It takes a very good DM not to, which is why the setting has the reputation it does.
From 1d4Chan:Y'know, I have never heard of Ravenloft having a bad reputation. Not even once.
And it doesn't take a "very good" DM to play it right. It just takes one who reads the actual adventure and isn't a jerk, which are both bare minimums for DMs.
1d4chan exaggerates everything for humor purposes. It's certainly doesn't reflect actual play.From 1d4Chan:
Uh, except, how do you not die to the Greater Wolfwere and his 4d6 wolves/2d6 dire wolves again? And please don't say run away, they're faster than most PC's.
Well, I know I didn't get to survive the encounter, lol.
Killing the heroes is not always the goal of monsters that apply pressure klike silent hill's triangle head.
Well, unlike many on this forum, I don't assume the DM is being a jerk.Uh, except, how do you not die to the Greater Wolfwere and his 4d6 wolves/2d6 dire wolves again? And please don't say run away, they're faster than most PC's.