Showing posts with label ravenloft remix. Show all posts
Showing posts with label ravenloft remix. Show all posts

Sunday, May 9, 2021

My Ravenloft

In anticipation of Van Richten's Guide to Ravenloft, I've been posting some aspects of the canonical Ravenloft setting that I exclude from my games set in the Domains of Dread. This time, I want to talk about the changes I tend to bring to the setting instead of things I avoid. With Van Richten's Guide on the horizon, it will be interesting to see how closely the new version of the setting hews to how I like to use the setting. (I've added some notes based on my best guesses as to how closely the Ravenloft of Van Richten's Guide will hew to my vision of the setting.) My Ravenloft deviates from the standard presentation of the setting in the following ways:

Brighter Points of Light. Any large town in the “official lore” is probably at least a small city in my version of the setting. Additionally, the landscape is dotted with many villages, farmsteads, and towns not detailed on conventional maps of the setting. There are more inhabitants in Ravenloft and consequently more institutions of note. For example, the city of Ludendorf in Lamordia is home to the acclaimed Ludendorf University, a college focused on the sciences and natural philosophy. Ingenious scholar teach there—though they are shadowed by rumors of dark, inhumane experiments. (Note: By breaking Ravenloft's "Core" into a bunch of islands floating in the mists, it seems likely that the new version of Ravenloft won't quite adopt this the way I'd prefer.)

The Seas are Harsh Mistresses. The Nocturnal Sea and the Sea of Sorrows are both dangerous, but they can be traversed reliably and are central in connecting the civilized lands through trade. Persistent mistways—passages through the mists that form the boundary of the known seas—allow for more frequent visits to otherwise isolated island domains. Knowledge of the mistways is carefully guarded by captains and navigators who wish to have a monopoly on trade with those lands. (Note: it's unclear to me right now, but it seems like sea travel and interconnection between domains is being downplayed in Van Richten's Guide to Ravenloft.)

A Land of Strange Visitors. Because strangers from other worlds are often pulled into Ravenloft by the mists, the people of Ravenloft are more used to—and more accepting of—encountering a wider variety of folk. Although they may be rare, any race or ancestry can be found in the land. Strangers bring their cultures, factions, and religions with them—some of which will have taken root in Ravenloft to become new institutions on foreign soil. (Note: I suspect this will be the standard in the new Ravenloft, actually. WotC must know that now is not the moment to explore "fantasy racism" again in the setting.)

Haunted by Evil. The people who inhabit Ravenloft know that their land is plagued by supernatural evils. They might still cling to inaccurate superstitions about magic and monstrosities, but they harbor no illusions about the world around them. For example, the people of Barovia know that Strahd von Zarovich is a vampire—but there is precious little they can do about the undead sovereign who rules their land. (Note: WotC actually made this change to Barovia in Curse of Strahd. Good on 'em.)

Ravenloft with a Twist. Several bits of "lore" that I find silly don't make the cut. For example, the people of Darkon do not suffer from magical amnesia. In particular, the darklords’ backstories will be significantly different and, in the cases of the more convoluted origin stories, vastly simplified. It is unlikely that my version of Urik von Kharkov is a panther who was transformed into a man who later also became a vampire. Also, I feel absolutely free to add many factions, religions, secret societies, and nonplayer characters borrowed from the Ravenloft fan community and of my own devise. (Note: It will be interesting to see if there is one of those "the setting is yours to modify!" disclaimers in the book.)


Tuesday, October 9, 2018

The Ravenloft Remix: Strahd is the Land, but the Land is a Little Lacking


Ravenloft has long been my favorite official D&D setting, but that doesn't mean that I don't think it has problems or doesn't have areas where it could be improved. Over the years I've suggested a number of alterations that I would make to Ravenloft, were I to be placed in charge of it; consider this the second post in a "best of" edition of my Ravenloft Remix. The first post in the series is here.

2) Create cohesion
It has been rightly pointed out that Ravenloft's core feels more like a patchwork of ill-fitting domains than a cohesive setting. Originally, this was by design. The Ravenloft setting was built around the idea that it was a place that D&D characters would visit for a session or two, and then return to more prosaic settings such as the Forgotten Realms or Greyhawk. The intention was never to create a setting with organic unity; rather, each domain was more or less a separate playground oriented toward a specific Gothic trope that had little connection to a larger, encompassing conception of the setting.

As it turned out, fans of the setting actually did want Ravenloft to feel like a self-contained setting in its own right. TSR shifted its presentation of the setting to accommodate this perspective, but the results were mixed. From the Domains of Dread hardcover onward, TSR changed the focus from characters sucked into Ravenloft through the mists for a couple of horrific adventures before returning to the vanilla fantasy grind to characters who were born and bred in Ravenloft, and thus had actual reasons to fight against the evils haunting those lands.

The 3x versions of the setting published by Arthaus followed that path, but unfortunately added a lot of questionable detail while also having to work under some unfortunate restrictions, such as a Soth-less Sithicus. 4e floated some mediocre "domains of dread" articles, then the planned Ravenloft product got shelved. (I'd love to see a draft of it, but frankly it sounded awful.) 5e has walked back from the notion of Ravenloft as a "native setting"; the Curse of Strahd adventure assumes that the player characters are abductees from the Sword Coast because of the edition's Realms-centric approach.

If I were rebuilding Ravenloft, I would refocus on making it a cohesive setting with creating characters native to the core as the assumption--with the option of visiting characters entering through the Mists. Here is where I would apply my efforts:


  • Reorganize the geography based on theme. Ravenloft's geography is already malleable; the shape, arrangement, and inclusion of domains varies wildly over the setting's 2e-era history alone. We could take advantage of that by remixing the placement of the core's domains to make a more coherent cultural landscape. Since so many of the domains are based on themes drawn from the real world, that could be a helpful guide when it comes to placement.
  • Expand on the themes already extant. There are great themes built into Ravenloft's domains, but most are woefully underutilized. For example, Bluetspur was clearly meant to be a place to bring in the possibility of Gothic Lovecraftian adventures, but in execution it is totally barren and really only functions as the setting for a single adventure module. (Thoughts of Darkness, which also happens to be a pretty terrible adventure.) What Bluetsput really needs to capitalize on the promise of Gothic Lovecraftiana is Innsmouth-style fishing villages, weird cults, bloodlines infected by the kuo-toa, and an Arkham analog where scholars have been collecting horrid knowledge of the Far Realm. Every domain could benefit from expanding on its thematic elements in a similar way.
  • Populate the setting. It is a common sentiment that Ravenloft is far too depopulated to sustain a variety of scenario types. My solution is to add more high population density areas. The approach often discussed on the Fraternity of Shadows board works well: multiply the population figures for the larger towns by ten and make them into cities. Mix urban and rural areas for a greater variety of adventuring possibility.
  • Add more interconnection. There should be more movement between domains in Ravenloft, and a greater sense that the domain borders are most often permeable to the land's residents. Make trade and commerce between domains more prevalent. And definitely add reasons to travel by sea! Ravenloft has always badly wanted to feature Gothic Nautical adventure, but the current geography makes it seem insane that anyone would build a masted ship just to trade with a far-off island with a few hundred inhabitants. One way to do this would be to include closely guarded secret paths through the sea Mists that are sought after to secure important nautical trade routes.
  • The supernatural is not hidden. The point of Ravenloft is to mix D&D with Gothic conventions, but this sometimes gets lost in the weird restrictions intended to enforce the Gothic side of that genre admixture. (Which doesn't work for the Gothic anyway because it is such a migratory and mutational mode.) For example, those narrow lists of appropriate monsters? Gone. Use any monsters you want. If you can't figure out how to describe a green dragon as a primeval horror of the eldritch forest, you need to learn more words. Strahd is a vampire and everybody knows it; none of this silly "the peasants don't really think about why he doesn't age and is never seen during the day" business. In a world with clerics and wizards, vampires are not going to be something unheard of--lean into the rich supernaturalism of folklore, not away from it.

Tuesday, October 2, 2018

The Ravenloft Remix: Death to Tragic Backstories

Ravenloft has long been my favorite official D&D setting, but that doesn't mean that I don't think it has problems or doesn't have areas where it could be improved. Over the years I've suggested a number of alterations that I would make to Ravenloft, were I to be placed in charge of it; consider this the first post in a "best of" edition of my Ravenloft Remix.

1) Shift worldbuilding efforts from the Dark Lords' pasts to the setting's present 
One of the issues with the original presentation of Ravenloft as a setting was that the bulk of the worldbuilding details resided in the lengthy backstories attached to the Dark Lords of its various domains. This poses several problems: it puts the emphasis on powerful NPCs your players may never interact with, it creates convoluted histories that are difficult to deploy in actual play, and it robs the color from the lands and peoples of Ravenloft.

The solution here is fairly simple: focus worldbuilding attention on detailing opportunities for adventure in the Dark Lords' domains rather than on the tragedy of the Dark Lords themselves. Of course, the tragic failings of the Dark Lords should color their domains, but making them the central (and often singular) object of interest is a mistake.

For example consider the insane backstory that comes with Baron Urik von Kharkov, Dark Lord of Valachan: Kharkov was originally a panther, who was later polymorphed into a man, who fell in love with a woman, but was then returned to panther form, in which he killed the woman he loved, polymorphed back into a man, and later became a vampire. That is too much cruft surrounding a basic idea and strong theme.

Instead, simplify here and make Kharkov a werepanther who killed the woman he loved--that's the core bit that resonates. From that thematic idea, build outward: make the element of barely constrained bestial nature the keynote motif of Valachan. Make outbreaks of animalistic violence a recurring image in the domain, add in adventure ideas inspired by Jacques Tourneur's Cat People and its remake, play up the violence of cannibalism and how it is effecting the domain right now, etc.

In place of overly complicated backstory novellas like Kharkov's biography, I'd do a global revision of Ravenloft by:

  • Adding factions. There aren't nearly enough interesting scheming groups in the setting; a Gothic setting, in particular, calls for cults, secret societies, orders of vampire hunters, etc. Some interesting secret societies were added after the original boxed set--such as the ultra-Freudian Dark Delvers, a group of cavers who believe that the "Hated Mother" resides somewhere in the subterranean depths--but nothing was really ever done with them. This is a missed opportunity.
  • Add religion. The first presentations of Ravenloft were silent on the topic of religion because that was TSR policy at the time due to the Satanic Panic and a desire for mainstream marketing. Today? That doesn't matter. Add in a Catholic-inspired church for maximum Gothic-ness. Use the already extant lore on St. Markov as a starting point.
  • Schemes > backstory. We shouldn't abandon the Dark Lord concept altogether. In fact, we can go a long way toward making it a highlight of the setting if we make what the Dark Lords are up to right now more interesting than their tragic pasts. What are their vendettas, what are the plotting, who are their allies, and who are their enemies? That's the gameable stuff.