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Ravenloft

 
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80083r
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PostPosted: Tue Jan 18, 2005 1:52 am    Post subject: Ravenloft Reply with quote

<sigh>

I'm desparate for a game. I don't want to DM anymore, it's just too difficult, and my regular crew don't PLAY. They just play around. Which is fun, but it gets old, you know?

So I found another game, only it's in the Ravenloft setting. I did a little feeling out, and they aren't a bunch of goth punk teenagers (which is ok, if that's what you're into, but I'm not), they're into it more for the medieval feel, or what have you.

Here is my problem:

I've never played in Ravenloft before. I have little to no idea how things work. I can't find the campaign setting via my usual (re: free) channels. The new book is 48$ - which I don't have, especially having just upgraded my computer.

I'll be playing a dwarven fighter (and a skeptic - that should be fun). Anyone have any ideas/hints/warnings?

I'm not sure about specific feats in Ravenloft either.

Ruleset is 3.5e, if it matters.
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Balance
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PostPosted: Tue Jan 18, 2005 6:33 am    Post subject: Reply with quote

OK, my Ravenloft knowledge is mostly based on the old TSR edition.

Ravenloft was originally an attempt by TSR to get into the 'horror' market. Basically, to get a piece of the pie White Wolf was into. After TSR was bought by Wiz Kids which was hen bought by Hasbro, it was licensed out to none other than White Wolf (in one of their other imprints).

Depending on what kind of gamers, it can cover a pretty wide range on the 'drama geek' to "blood & guts sicko" spectrum. I ran Ravenloft briefly with more of an Army of Darkness feel, but kept to some of the more 'low fantasy' or gothic elements of the setting.

The concept was to be a highly modular setting that could be modified easily to support different sub-genres of horror. the basic concept was that Ravenloft was a pocket of reality containing several different 'nations' or domains, each ruled by a different master. One central domain was, in fact, Ravenlotf, ruled by a count dracula-esque vampire named Strahd. By standards of the setting, he was a relatively unassuming and laid-back ruler, requiring only regular taxes and a supply of young maidens. Other realms attached to this domain continued the medieval feel with different twists... One had a more psycipathic militaristic lord, one was ruled by a mad wizard/alchemist, etc.

Oh, a neat twist was that every domain could be closed at it's master's whim. The method of closure varied. ins ome, walls of skulls would block passage, while in others seductive music mught tempt even the hardiest back... One major method, however,w as to use the Mists of Ravenloft themselves.

The mists were a major element. They surrounded many domains, and travel in them was extremely unreliable. The mists could extend into other realms, in fact, and could grab characters from other D&D settings at the GMs whim.

Once sucked into Ravenloft, escape was unlikely at best.

In addition to the core domains, several more exotic domains could be found via the mists. Domains ruled by ancient mummies, etc. One thing is that entire domains might be made for particularly foul beings grabbed from other worlds, so a domain might be a reasonable facsimile of Krynn or Oerth or other worlds.

In fact, one major core domain of the older version of the setting was Sithicus, home to Dragonlance's favorite villain, Lord Soth. His realm was made to be both a heaven and a hell for this guy. It mimicked his old castle and surrounding lands, but was never quite right infuriating Soth. it had populations of peasants for him to terrorize, but also the elves he hated. He was, I've heard, removed from the setting as a mix of legal reasons (being better known as aprt of the Dragonlance setting, and being needed in Krynn to help close up shop there).

Horror's real hard... I may write more about that topic alter, but for now I'll bring this to a close. As such, many GMs may go for the easier solution of drawing inspiration from "Army of Darkness" and similar...

Anyway, I'd recommend that if you don't know the style of the group (Drama vs. Hack!) then start off with a 'unencumbered' character, preferably a fighter or thief type. It's easier to make one of these 'portable' so the background can be dropped into any required level of setting detail later.

Rules-wise, the OLD Ravenloft was mostly stock, with a couple of exceptions. Certain spells were disallowed or blocked (No using 'KNow Alignment" or similar, for example) and many stock abilities were tweaked to be a shade darker. Additionally, there were rules were the unseen 'powers' that controlled Ravenloft would reward and tempt those who did things they like... Think a conscious mind behind the "Dark Side of the force"

Anyway, not owning the Ravenloft book may be for the best, actually. It's a horror-type setting, even if the group you're with doesn't push those elements, so not knowing everything may be for the best. I've only given you a brief overview above, and who knows how much is still true? I think, from your description, that the new group may use the base as more of a way to run lower-powered fantasy with definite reasons to fear traveling at night.
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