OSSR: Ravenloft Boxed Set (reviewed by Frank and K)

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Post by K »

norms29 wrote:
To take it one more step, I’m not even sure that even basic adventuring is possible.

I mean, they want to you make Powers checks for LYING, so when the monster asks you where you’ve hidden the children that he wants to eat and you say “in the church” because you have an ambush waiting for him, the fucking Dark Powers might turn your mouth into spider parts or some shit.
actually lying is only a Powers Check when you lie to an Innocent (note the capital I, that's important).

The important thing to know about powers checks was that you got your chance of failing the check and transforming was determined by cross referencing the crime with the victim,

There were four categories for potential victims, which I expected you two to rip into the weirdness that was the classification system as the least defensible part of the system, how could you skip?

I mean come on! Powers Checks are only two pages, and the chart is like a quarter of a page. I refuse to believe you missed that.
That chart is only recommended values. The text says that you basically make up the actual percentage on the spot with chances as high as 100% for any Powers check.

The chart is not even that good. Premeditated or brutal murder of evil monsters is a Powers check, so maybe you'll delay that check until the actual ambush if your DM really is in love with the recommended percentages chart.

The fact that lying and stealing are considered worthy of Powers checks at all is red flag here.
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Post by Username17 »

Chapter 6: Spells in Ravenloft
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Frank:

It's an AD&D product, so the spells chapter is the longest chapter. By a lot. It's 38 pages, and the second longest chapter is only 20 pages (and is about Magical Items). AD&D just has a really space-inefficient method of talking about magic in general and spells in particular.
K:

So this is the section of how your regular magic works in Ravenloft. Mostly it’s a list of necromancy that bones you and divinations that work badly or not work at all, but there should be a special shout-out to all of the travel magic that gets limited by Raveloft. We don’t really need to do a spell-by-spell breakdown and can just tell you that necromancy is powerful and you never use it because of the Dark Powers checks, divination is powerless or wildly misleading and causes Madness checks, and any spell that does transportation doesn’t cross domain boundaries or let you leave Ravenloft. Also, anything you summon is stuck in Ravenloft and super pissed at you. Shadow magic makes shadows that kill you.

To sum up, you won’t be casting necromancy spells, divinations, shadow magic, or summons. You will only feel cheated with transportation magic.

You also don’t get to know if a spell calls for a Powers check until after you cast it and make the check. This means that you basically get pulled into Ravenloft and boned.

On a side-note, this section also seems to be a hard cross-promotion with Tome of Magic. I mean, I don’t know anyone who had Metamorphosis Liquids from ToM because they felt that their adventuring needs were fulfilled by changing liquids into other liquids, but Ravenloft has you covered on all of your Metamorphosis Liquids usages in Ravenloft.

As a tangent to that side note, I like how they mention that Wild Mages from Tome of Magic do come to Raveloft and Strahd stole their secrets even though normal wizards can’t do that. Because he’s the DM’s penis.
Frank:

The chapter starts with an incoherent jumble of spell nerfs. They are arranged in the standard 2nd edition method, which is by level within each “class group”. So the Cleric spells and the Druid spells are jumbled together because those characters are in the “Priest Group”. Spells that appear on for example the Wizard list and the Cleric list will get a writeup only once and it could be in either class group, so if you're looking for a specific piece of information this book isn't very useful. There are a lot of “alterations”, and basically all of them are nerfs or backlashes or both.
K:

So I guess the only way to look at this chapter is to pull out important spells and tell you what they did to them.

To start with the biggest game-changers, they boned Raise Dead. If you fail the Resurrection roll, you because an evil undead. So that’s terrible.

Reincarnate is worse because it’s just a flat chance to come back as undead.

Almost all of the necromancy spells force powers checks, but most also create undead. I mean, even killing stuff with a Death Spell creates zombies and maybe worse undead, so even being a friendly Necromancer who avoids all of the really nasty spells is a suicide mission. Even the silly spells like Mask of Death that only makes corpses look like other corpses calls for a Powers check and makes undead.

On the bright side, this makes undead creation crazy easy as long as you don’t mind that they all want to kill you.
Frank:

I'm genuinely not sure if the massive turning resistance that Undead get in Ravenloft is supposed to apply to an Evil Cleric's Command Undead or not. So all this random undead creation might have actually been the way to real ultimate power for a Specialty Priest of Anubis. I mean, assuming you didn't get turned into a vampiric weresquid before you got your army put together.
K:

Modify Memory and Forget are your goto spells for wiping your mind every time you fail a Fear or Horror check. That’s weird, but I guess it’s good.
Frank:

It's not just spells that are thematically associated with horror that get the bone. Bizarre traps abound in this. You get attacked by dick wolves for trying to cast Call Woodland Beings for some reason. Don't think that just because we don't call out a spell as important that the designers of this book don't hate you for wanting to cast it. They totally do.
K:

Remove Curse doesn’t work any more. It only lasts one turn a level and you keep your curses.
Frank:

You can still get your curse removal on with Dispel Evil, it just means that you aren't getting rid of any of your curses until you're high enough level that it is time to GTFO of Ravenloft because it's a low level setting.
K:

It should also be noted that all of the weather control magic doesn’t work any more too. The domain lords control the weather.

Except for the Ravenloft-specific spell that lets you create evil weather like steaming blood rain. That’s totally open for you to cast, and as a Raveloft character I would do so whenever the village tried to raise the price of mead.

Most of the Ravenloft spells are “here is something the villain uses, hurr, hurr, hurr.”
Frank:

In addition to the lengthy list of ways to bone you for trying to cast every normal spell the authors could think of you wanting to cast, there are also a bunch of new spells. These are generally “horror themed”, which means that if a player character tries to cast them they get fucked. Some of them are pretty cool, but you do not get to cast them until you are back in a normal setting.
K:

Of the Ravenloft-specific spells, two are of note.

One is a spell that lets vampires lose weaknesses in exchange for losing powers. It’s only 4th level, so it’s basically an instant win for vampire Wizards.

The other is the Allisandro’s Binding Curse spell. It’s supposed to be the big curse spell for Wizards, but all it does is make other spells permanent.

Some of those spells listed are ones that you’d want to make permanent. I could totally see a Monk or Fighter asking the Wizard to put a permanent Enlarge, Anti-magic Shell, Fist of Stone, or Malec-Keth’s Flame Fist onto them. Maybe even all four.

And shouldn’t a permanent Anti-magic Shell remove any other curse on you? Curing a curse with another curse?
Frank:

One thing that I think should be noted is that Ravenloft wasn't solely responsible for spells having weird side effects. Wail of the Banshee already made banshees, just only if you killed Elves with it. That sort of thing.

Next up: Psionics!
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Post by K »

Chapter 7: Psionics in Ravenloft

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Frank:

Wait... they had a whole chapter on this? They already told prospective Psionicists to go fuck themselves in Chapter 2 (where their powers don't work), Chapter 3 (where even if they did work, they'd drive the player insane and then their powers wouldn't work), and Chapter 4 (where if somehow their powers ever did work, the Dark Powers would come in and turn the Psionicist into an NPC). Why isn't this just: “Psionics Don't In Ravenloft”?
K:

The thrust of this chapter is to pinpoint almost every science and devotion and tell it to die in a fire. Nothing shows hate better than details.

Want to use the slightly terrible Animal Affinity power? Fuck no, it causes Horror checks to bystanders.

Want to use the joke power Animate Shadow? Fuck no, because on a 20 is creates a killer shadow.

Want to be a telepath of any sort? Fuck no, it causes madness.
Frank:

Yeah, I don't know why the errata for the Complete Psionics Handbook is in the latter pages of the Ravenloft Realms of Terror Campaign Setting Book. That is almost the last place I would look for it. But I guess in the days before the internet, it just seemed like a good idea to put errata for the last book in the next book you printed, no matter how completely unrelated that book is. Although even by that standard it doesn't make any sense. Complete Psionics Handbook came out in 1991, and the original Ravenloft Box Set came out in 1990. This is the red box version, which came out in 1994. Maybe they had just finally finished an errata and made a new printing of the Complete Psionics Handbook? I really have no clue.
K:

Maybe it’s the reason that Ravenloft is so mad at psionics.

The writers were forced to write these psionic sections by the bosses and they just rebelled.
Frank:

The thing which donkey punches you if you try to mentally dominate an intelligent Undead just made me sad. It made me sad that 3rd edition made it impossible to mentally dominate intelligent Undead. That is the kind of bullshit that made us write the Tome of Necromancy in the first place.
K:

Ravenloft really doesn’t want you to control undead, psionic or otherwise.
I mean, if using the spell Control Undead to do something like stop a vampire from feeding on a child is supposed to curse you with dark power, I don’t even know where the moral compass is.
Frank:

Actually remembering what the different Psionic Sciences and Disciplines and Powers did is more than I care to attempt. As near as I can tell the designers just took a random walk through the Complete Psionic Handbook and wrote up angry nerfs to things at random. In 2nd edition, every psionic thingy had a special effect when you rolled a 20 and a special effect when you rolled “power score” (which was the exact number you needed to roll to succeed). So all the psionic abilities that they call out for crazy jerking around are also jerked around in weird ways for their special number results as well. It makes the chapter look like it has more information in it than it actually does.
K:

It’s a dead section. I think that you’ll get a few pages in and then decide that psionics is a terrible idea.
Frank:

They hate it when you use anything Divination-like, which means that even discussing Clairsentience and Telepathy Specialists like they were things you could be in this setting was an insult.
K:

You’d think that they’d realize that those characters need some kind balancing factor for all of the pain that is being dropped onto them. It’s not like your Telepath that gets pulled into Ravenloft can choose to be something else, unlike the Wizard who can just learn some new spells.
Frank:

The authors hate Psionicists so much that even Telepathic Mindwipe doesn't work properly. Cleric Spells to cure PTSD through memory-wiping totally works, but Psionics to do the same thing does not. Because fuck you.
K:

Yeh, you need Psychic Surgery to actually fix Fear and Horror results, but I seem to recall that it requires you to be 12th level or something to take it. So lots of levels of madness before the guy who specializes in the mind can help anyone’s mind.
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Post by Ancient History »

Huh. Reminds me of the weird psi-wizardry Ravenloft spells from one of the later AD&D issues of Dragon Magazine. In hindsight I don't know if that was an additional fuck-you to psionics or if the person who wrote it just didn't read the rules. 50/50
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Post by Username17 »

Chapter 8: Magic Items in Ravenloft
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K:

This is the chapter where you get a pile of cursed items, realize that some of your normal items work like cursed items in Ravenloft, and you get some items that are adventure hooks and not items in any useful sense.

I was honestly surprised to see the Cursed Items subsection since everything seems to be cursed.

This is also the part where it tells you that this is a low-magic setting and you won’t be getting magic items that often.
Frank:

Even though they don't have a lot to say about magic items here, this is the second longest chapter in the book. And it's almost twice as long as the third chapter of this book. 2nd edition AD&D did not have a good format for describing magic items. Which is to say: it didn't have a format at all. It just rambles on mixing flavor text, game text, and even irrelevant asides into a stew that eats wordcount like it was a White Wolf book.
K:

The interesting thing here is that owning and using an evil item calls for Dark Powers checks even if you use it for good.

So just using an evil sword turns you into some kind of ironic sword monster. A sword golem or something.

It’s a good thing that you can detect align….. oh fuck! This is fucking Ravenloft and you’ll never know if an item is evil.
Frank:

Don't worry, you'll never get an evil sword, because they want to bone you out of treasure all the time. The treasure chances are halved across the board for no reason. And then any item you do roll up is supposed to be chucked unless the monster in question is supposed to be using it already. So basically it asks you to modify the treasure tables and then ignore all the results that weren't your placed treasure. Which is a really long and fancy way of saying “only placed treasure and even then hardly any of it”. Because fuck you.
K:

A lot of the changes to normal items are just baffling. Were Mist Tents so overpowered that they needed to act like cursed items?

I’d also love to know why a Disintegration Chamber calls for a Dark Powers check when disintegrating people with the spell does not.
Frank:

Any item that could be the focus for a Twilight Zone episode is given a Dark Powers check so the MC has an excuse to tear up your character sheet and write a Twilight Zone episode where the character was now the villain and the dystopic parable centered around the item. In the case of the disintegration chamber, I think the new realm looks like this:
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K:

This is also the section where there is a simple magic item offered to leave Ravenloft.
Frank:

As far as I can tell, that's just to insult the players. Since of course, they only get magic items when the MC tells them they get them and the players have no real way to figure out what they do other than getting stuck with unusable curses and Dark Powers checks. And of course, players don't get to leave Ravenloft until the MC says so anyway. And without identification powers available, you aren't going to read any scrolls you find lying around. Really this doesn't serve any purpose other than for the MC to make fun of you for being “stupid” because you never read the Scroll of Return you found in Act II.
K:

The winner of the most bizarre item change is the Horn of Valhalla that eventually summons an actual god who demands to know why you’ve been trapping beserkers you’ve been summoning in this terrible place.

Also no clue why this same god won’t take you out of Raveloft.
Frank:

I got nothing. Although the bit where Swords of the Planes work normally and Amulets of the Planes do not is pretty weird.
K:

Overall, I really like the flavor of a lot of the Ravenloft items. Each one is a cursed object story like in Friday the 13th The Series, Twilight Zone, or Tales from the Crypt.

Of course, as a DM I don’t think I’d have the stones to actually use any of them even in a Ravenloft campaign. Having a magic cat figurine is pretty basic DnD, and making it murder people if you don’t feed it flesh seems just too grimdark for my tastes even in a horror setting.

So a lot of nostalgia for Ravenloft lives in sections like these. I spent a lot of time dreaming up possible adventures based on the stuff found in flavorful sections like these.
Frank:

These items make way better stories than RPG elements, and are written as such. The Blood Coin goes on for four pages with all its weird histories and bizarre minor effects. But when it comes down to it, it just lets you swindle people in exchange for spending some amount of time looking gross. For a party of adventurers, it's just a way for one person to get the party cheap equipment in exchange for spending a few days having a face period. Not bad, and a thoroughly manageable curse. Weird. Flavorful. And in no way worth spending four actual pages ranting about as an RPG element. It's basically a vehicle for the story of Hoorku and Gabrielle, which for some reason the authors wanted to tell.

Next up: Secrets of the Amateur Dramateurge!
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Post by norms29 »

K wrote:
norms29 wrote:
To take it one more step, I’m not even sure that even basic adventuring is possible.

I mean, they want to you make Powers checks for LYING, so when the monster asks you where you’ve hidden the children that he wants to eat and you say “in the church” because you have an ambush waiting for him, the fucking Dark Powers might turn your mouth into spider parts or some shit.
actually lying is only a Powers Check when you lie to an Innocent (note the capital I, that's important).

The important thing to know about powers checks was that you got your chance of failing the check and transforming was determined by cross referencing the crime with the victim,

There were four categories for potential victims, which I expected you two to rip into the weirdness that was the classification system as the least defensible part of the system, how could you skip?

I mean come on! Powers Checks are only two pages, and the chart is like a quarter of a page. I refuse to believe you missed that.
That chart is only recommended values. The text says that you basically make up the actual percentage on the spot with chances as high as 100% for any Powers check.

The chart is not even that good. Premeditated or brutal murder of evil monsters is a Powers check, so maybe you'll delay that check until the actual ambush if your DM really is in love with the recommended percentages chart.

The fact that lying and stealing are considered worthy of Powers checks at all is red flag here.
Most definitive statement in the whole chapter. an Asterisk on the chart is defined as "too minor or gray to merit a powers check"
and against evil victims That asterisk covers "unprovoked assault, Minor betrayal, Extortion, lying, All forms of theft, and theats of violence"

and making up the percentage on the spot; I've got an exact quote here. "anyone who commits an evil act with unusual cruelty, or who is especially malicious, should find the chance of failure increased by
1 or 2 percentage points

they also say, repeatedly that the only thing with chance greater than 10 percent requires "an Act of Ultimate Darkness"


OK, I'm done whining; I'll just start working on my own review of the chapter
After all, when you climb Mt. Kon Foo Sing to fight Grand Master Hung Lo and prove that your "Squirrel Chases the Jam-Coated Tiger" style is better than his "Dead Cockroach Flails Legs" style, you unleash a bunch of your SCtJCT moves, not wait for him to launch DCFL attacks and then just sit there and parry all day. And you certainly don't, having been kicked about, then say "Well you served me shitty tea before our battle" and go home.
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Post by K »

norms29 wrote:
Most definitive statement in the whole chapter. an Asterisk on the chart is defined as "too minor or gray to merit a powers check"
and against evil victims That asterisk covers "unprovoked assault, Minor betrayal, Extortion, lying, All forms of theft, and theats of violence"

and making up the percentage on the spot; I've got an exact quote here. "anyone who commits an evil act with unusual cruelty, or who is especially malicious, should find the chance of failure increased by
1 or 2 percentage points

they also say, repeatedly that the only thing with chance greater than 10 percent requires "an Act of Ultimate Darkness"


OK, I'm done whining; I'll just start working on my own review of the chapter
The preceding three paragraphs that tell the DM to make up his own percentages and to feel free to ignore the Recommended Power Checks chart are the definitive statements.

The second paragraph says that the chance should hover around 5%, but they mention the Acts of Ultimate Darkness section that itself says that they can have up to 100% chance.

Also, the line literally before the 1% to 2% increase line is, "Of course, these are just guidelines."

Even if we completely live by the chart and 1% to 2% text bit, then any heinous lie to an evil monster like one that sends it into an ambush is a 1% or 2% chance, then there is another check for the premeditated murder (2-4%), and in the process of attacking it is another 2-4%, and if you use any spells that mighty be considered torture (like most DnD spells) there are more checks.

I won't even go into the checks for taking any loot off its body that might belong to good-aligned relatives by right of inheritance, or the checks you might face if you are a follower of a good-aligned god with ideas about killing or theft.
Last edited by K on Mon Apr 01, 2013 7:39 pm, edited 1 time in total.
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Post by JigokuBosatsu »

Red_Rob wrote: Well, that certainly fits the image Ihave in my head of the guy who wrote Vampire...
Was this the image in your head? If so, it was correct.
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Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
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Post by norms29 »

I should Probably preface this with the admission that this whole chapter is pointless because A PC becoming a Darklord is probably the ultimate in derailing a campaign, so the DM gets screwed almost as bad as the player unless either it was planned for all along, in which case you can't trust it's progression to die rolls, or Mister Cavern is really F-ing committed to making the campaign a Sandbox.

First oddity is that for rules meant to represent a character's internal psychology or spiritual whatever-the-fuck the surrounding text falls remarkably strong on the side of rigidity over DM Fiat (they recommend changing the odds by “1 or 2 percentage points” for cases which strike you as extreme, and even that is written in the same vein as the 2nd ed. DM guide's suggestion to give modifiers of “up to plus or minus 4” for arbitrary bullshit reasons). Which, when you recall that the rest of the book encourages arbitrary dickishness even more strongly then usual for the period, in a period when TSR still insisted that arbitrary dickishness was a desirable trait, might be considered a little disorienting.

The flip side of that is that the very first thing they tell you is that the whole chapter only applies PCs because “Randomness has no place in the life of non-player characters.” while also assuring that you that “If the DM wants the players to witness the effects of a failed powers check in a Non-player character, thats fine” but the dice don't make that decision. Which is, honestly, a step-down from the original red box Ravenloft boxset which only advised that “only PCs and significant NPCs are subject to powers checks.” which at least had the advantage of explaining why failed Powers Checks aren't something you see walkng down the street every day.

the Mechanics of getting crapped on

The Mechanical breakdown of the powers check system is that you cross reference the crimes, which don't have too many surprises. And the Victms, which are fairly puzzling.
I'll start with the victims, because a big chunk of the crimes don't count if you do them to the bad guys.

The first thing s that “Evil NPCs or Monsters” which is One: ambiguous as to whether it means (evil NPCs)+Monsters or Evil(NPCs+Monsters), because unlike the list of Sins, the moral categories have no attached text to explain them. Since Monster aren't mentioned in the other categories I am led to assume the first, so If you can convince the DM that a good creature is a “monster”( they give no definition for the term) then feel free to beat it into submission and steal it's belongings, apparently.

The second problem is that they apparently couldn't decide whether to stick to D&Ds standard shaky claim of objective morality or some kind of relational thing... which (to give them too much credit perhaps) makes sense, because the checks are (inconsistently) implied to represent how interesting you are to the Dark Powers, rather than how objectively evil you are. Which I suppose also explains why harming non-evil monsters, if we agree there is such a thing, has no more consequences then harming evil “characters”

The second category is “Neutral NPCs or Strangers”, So I guess innocent bystanders, nameless window dressing, anybody with no lines. Next comes “Good Npcs, and Friends”, which already introduces a conflict that isn't ever acknowledged, of when do you use alignment, and when do you use relation? Or are they assuming that PCs will have no friends? Or will only make friends with good Npcs? no evil and NO NEUTRAL ALLOWED. Do you just use whichever gives the player crappier odds on the check?

The final category is where shit goes right off the goddamn rails. It includes “Innocents” which is an actual thing in the Ravenloft rules. Or at least would be later in the setting's history, because I can find neither jack nor shit in the book right now, so maybe I should retract my earlier claim that the capital I meant something. In addition to “Innocents” the category also includes “Family” which I guess means that if you have serial killers in the family you're obligated to not stop them? And “PCs” which I suppose just means that someone had a game ruined PC vs PC conflicts shortly before written the chart.

Religous offenses and other wastes of ink

There's also a sub heading for religious offenses following a similar schema. “Evil Faith”s are open season, no penalties here; but Neutral faiths, Good Faiths, and your Own Faith (which occupies the Pcs,Family, and Innocents slot) have dark powers checks for Desecration of holy things, and for breaking tenents, Oaths, and Vows, and all three of those are their own category; which is where we find more weirdness.

First off, the text implies that only the tenents of your own faith can cause a powers check. Raises the question of why the table has separate entries with different odds for this in the Neutral and Good columns. The text also says that “these transgressions are generally minor and don't require a check unless done repeatedly or maliciously” which is extra wrong, because the chart ranks breaking a tenent of you own faith at a 5, which puts it between “premeditated murder of a a Good NPC or Friend” (6) and “torturing evil NPCs for information”(4).

Apparently the difference between an oath and a vow is that Oaths are sworn “under the auspices of the church” while Vows are “Promises made under the auspices of The Power.” immediately after saying that, they redefine Breaking a Vow as doing something “which flies in the face of the faith” (which seems more like it would be covered by the Tenets.) or something which violates a duty “not just to the church and it's agents” but to the deity directly. The big problem I have is, under what circumstances are you expected to be swearing oaths or vows to a church or deity other than your own? Those columns seem like just wasted ink.

Crimes and [strike]punishment[/strike] more crime

Nothing really outstanding here, Assault, Murder, Theft, Torture... but some of the distinctions are headscratchers.

Like Theft Comes in three flavors, Major theft, Minor theft, and Grave-Robbing. Now the distinction between major and minor theft is pure utilitarianism, to be major the loss must qualify as a “significant hardship for the victim”, any other theft is minor. Which makes you wonder why it's power check worthy at all. But the real oddity is Grave-Robbing; which covers both actual places of burial, and “looting fallen bodies.” So that's a pretty big impediment to the whole “murder Hobo” lifestyle, or at least it would if penalty weren't waived for Evil and Monsters. What I found bizarre about Grave-Robbing is that it has the exact same odds as Major Theft against the Neutral and Innocent Categories, but has a 1 percentage point difference against the “good NPCs or Friends” category. I Cannot begin to guess what the intention was here, or what it was supposed to accomplish.

SURPRISE SCREW JOB: since Fellow PCs are treated as Innocent according to the chart, the standard divying up the dead guy's gear is a 7% Powers Check for everyone in the party.

Going back to the issue of wasted ink, there are Major and Minor Betrayals; Major being things that cause “personal harm or death” and incidently are one of the few crimes that provoke a Check when the victim is evil. So once again, if you have a preexisting relationship with the badguys, you shouldn't be the one to stop them. I also have to question what constitutes a betrayal against a Stranger, which is totally on the chart.

Other distinctions within category are Grievous assault, and brutal Murder, which are probably the best use of the whole Powers Check concept. As these only come into play when you do things that aren't strictly part of the Combat rules, they are purely role play, or Magic Tea Party. To qualify as Grievous assault you have to cause somekind of permanent maiming, the likes of which I've no idea how to cause in the midst of a By-The-Book combat. Similarly Brutal Murder requires you go out of your way to be cruel, which really only makes sense if we pretend that being Chopped with a sword is sets the bar pretty high for unpleasantness.

Protip: There is Powers Check for premeditated Murder of an evil NPC, but there is explicitly no Check for Threatening or Extorting, or assaulting them unprovoked. So there's nothing stopping you from provoking them with unreasonable demands or, baring that, just ambushing them, and then if they retaliate instead of retreating you can “self-defense” them to death.

Other observation; the “Premeditated” is actually pretty redundant, because the section titled When to Call for a Powers check make clear, in text highlighted in italics that
A Powers check is made only when a deliberate and calculated act of evil is committed
, they also use murder specifically as an example of an act that is “rightly classed as evil”, but which doesn't always merit a Powers Check. Specific list of exceptions is given, encompassing “Murder in the heat of passion, Self-defense or in pursuit of a greater good.” or deaths caused by negligence (not really murder at that point, but good to know.)

The thing is that that caveat invalidates a big chunk of potential violations, probably for the exact reason that these actions would make for a lot of Non-evil darklords.

Also GAMEPLAY-STORY SEGREGATION ALERT: many of the Canon Darklords had their fall in acts that according to that list shouldn't even merit a check, muchless the “Act of Ultimate Darkness” required to make the final jump into darklordship. Of course, none of the canon darklords have anything in their backstory to imply they failed 5 earlier checks before taking the plunge, so... Like I said in the beginning, pointless.

You know, when I started this I expected to be defending all this at some point, but honestly the best I can say here is that my impression was always that Ravenloft players were some of the earliest to adopt the whole “screw the rules to keep the story on track” idea, at least as something the players should cooperate with instead of something the DM should do without getting caught. And I think the story disrupting potential of this chapter is probably to thank/blame for that.

LAST MINUTE ADDITIONS:
k wrote: then any heinous lie to an evil monster like one that sends it into an ambush is a 1% or 2% chance
Even if we accept your premise that things that explicitly don't require a check are "really" a check with a 0% chance and thus open to modification, what lie do you tell the monster that qualifies as "Unusual cruelty"?
k wrote:then there is another check for the premeditated murder (2-4%)
... hmmm.... I don't think I can challenge this one, that is a problem.

and in the process of attacking it is another 2-4%
I'm sorry, I don't see where this one is coming from.
and if you use any spells that mighty be considered torture (like most DnD spells) there are more checks.
Ok, this is just a blatant assault on the english language, Torture requires that the monster is already being held captive. So I can't grant you that even if we delve into a realistic look at the flavor text of spells for how insanely painful they should be.
I won't even go into the checks for taking any loot off its body that might belong to good-aligned relatives by right of inheritance,
well I would argue that looting the freshly fallen has it's own category, it's grave robbing against the deceased, which at least implies that it doesn't qualify as another form of theft. But you're right, this is an abuse that I can see happening.

I suppose as long as I'm not defending this one I should also admit that even the graverobbing defense might not cover things the monster stole. so you have the unfortunate requirment of finding the robbed peasants, or their next of kin, to return every thing, lest you be penalized for stealing from these third parties

or the checks you might face if you are a follower of a good-aligned god with ideas about killing or theft.
Ok you can't blame Ravenloft for that one, because if that's a violation, then it's a punishable infraction for clerics in any campaign setting.
Last edited by norms29 on Mon Apr 01, 2013 9:37 pm, edited 1 time in total.
After all, when you climb Mt. Kon Foo Sing to fight Grand Master Hung Lo and prove that your "Squirrel Chases the Jam-Coated Tiger" style is better than his "Dead Cockroach Flails Legs" style, you unleash a bunch of your SCtJCT moves, not wait for him to launch DCFL attacks and then just sit there and parry all day. And you certainly don't, having been kicked about, then say "Well you served me shitty tea before our battle" and go home.
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Post by hyzmarca »

Really, Power Checks are far less useful than actual handing out actual powers and abilities that are tempting to use but eventually lead to a hubristic fall by their very nature. Lets say, for example, that you've got a power that the PCs can take called Cried Wolf, which lets them lie more easily at the cost of making NPCs less likely to believe the truth from you, and the bonuses (and penalties) get bigger every time you use it, so eventually you reach a point where you can convince Sherlock Holmes that you're a Nigerian Prince who is having bank account trouble but even the most naive and trusting person would call buillshit if you told them that water was wet.
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Post by Red_Rob »

Wraith (The oWOD game where you play ghosts) had an interesting mechanic. Each character had a Shadow that was like a twisted version of themselves powered by their neuroses of the things they had left unfinished in life. This Shadow was played by someone else (there were various options for this, we used a two-GM setup with the Gamesmaster running the NPC's and world, and the Shadowmaster running each players Shadow) and the Shadow could offer aid to the character in times of stress. The Shadow could offer additional dice on any test (up to 5), however whenever one of these "Shadow dice" came up 1 the character gained a Shadow point. Shadow Points could also be gained for doing things the Shadow wants or that "prove" the Shadow's twisted morality correct.

The Shadowmaster could use Shadow points to force the character to do things, or even take over the character for a short while if they spent a few at once. It made for an interesting dynamic where the players were constantly tempted to turn to their Shadow in times of need, but were then trapped in a downward spiral of doing bad things that got them more Shadow points. It made for a very bleak feel but the players all said it was quite fitting for the subject matter and made for a memorable game.
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Post by K »

norms29 wrote: LAST MINUTE ADDITIONS:
k wrote: then any heinous lie to an evil monster like one that sends it into an ambush is a 1% or 2% chance
Even if we accept your premise that things that explicitly don't require a check are "really" a check with a 0% chance and thus open to modification, what lie do you tell the monster that qualifies as "Unusual cruelty"?
The lie where the monster is led into an ambush where it is murdered with extreme force.

If lies leading to someone's bloody death don't count as extreme cruelty, I don't know what would.

and in the process of attacking it is another 2-4%
m sorry, I don't see where this one is coming from.
It's an assault before it's murder.

You don't get a discount on the assault because it ended in murder. There are two checks there because they take place at two different times.
norms29 wrote:
and if you use any spells that mighty be considered torture (like most DnD spells) there are more checks.
Ok, this is just a blatant assault on the english language, Torture requires that the monster is already being held captive. So I can't grant you that even if we delve into a realistic look at the flavor text of spells for how insanely painful they should be.
Melf's Acid Arrow. Any of the Polymorph spells. Any of the mind control or holding spells if you use them to kill someone. I really can go on and on.

DnD spells are cruel, many to the point where you should consider them torture. There really is no way around it.

I mean, unless you don't think it's torture to make someone watch and feel as you force them to stab their own face. Or you turn them into a fish and let them die gasping while feeling the shame and horror of being turned into a fish. Or you destroy their mind with Feeblemind.

Seriously, I can do this all day.
norms29 wrote:
or the checks you might face if you are a follower of a good-aligned god with ideas about killing or theft.
Ok you can't blame Ravenloft for that one, because if that's a violation, then it's a punishable infraction for clerics in any campaign setting.
In Ravenloft, anyone can violate their own faith and face divine punishment, and anyone violating anyone's temple can be punished too regardless of their faith. Clerics are not the only ones for either in Ravenloft.

So you can just be an atheist who is cursed by the Dark Powers because you've never heard of Ilmater and thought that any altar with a tortured guy needed to be destroyed. Desecration is an equal-opportunity unholy act.

Actually having a faith is worse. Any follower of a god can suffer, so the baker down the street who follows beauty-goddess Sune isn't daring to set fire to any evil paintings because the Dark Powers will turn his face into a Cubist nightmare.
Last edited by K on Tue Apr 02, 2013 12:06 am, edited 1 time in total.
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Post by Whatever »

K, that's not torture, it's just "enhanced aggression."
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Post by K »

Chapter 9: Techniques in Terror

Image
Frank:

We start with the Lovecraft quote about how blood and rattling chains aren't spooky enough and we need existential dread. This is followed by a lament that scaring people is harder than grossing them out.
K:

This is consistent so far with the promotion of purple prose we’ve seen so far.

On a side note, Stephen King’s book about writing uses Lovecraft as an example of bad prose that takes far too long to get to the point, and so loses effectiveness. Not a good sign.
Frank:

The primary advice seems to be that what really drives horror is long winded backstories. I think the authors were flexing their reading lists. Personally, when the MC starts giving me a very long backstory about an NPC, the only thing I'm afraid of is that he won't stop talking.
K:

I can only agree. I love a good backstory as much as the next PC, but I rarely need to hear all the gory bits to get a good feel for what’s going on.
Frank:

When they start talking about “believable characters”, at first you think they are going to give some strong advice about how it's more effective if the players interact with villagers and know them by name before they are found torn to shreds in an alley. But really they are just talking about how we're supposed to get a long backstory about how the guy who turned into a Wereboar used to go hungry because of the greedy villagers he is now terrorizing or some shit. I think this is because the setting was set in motion by the surprise runaway hit of the original Castle Ravenloft, so they assume that every villain has to have a tragic backstory like Strahd.

Forgetting of course that if every villain has a tragic backstory like Strahd's, then it becomes boring and even Strahd stops being interesting or cool. You can kind of see that in action the way Ravenloft actually turned out. By the end of the nineties, how many people still cared about Strahd? To kids who grew up with 3rd edition, he isn't even an iconic villain anymore.
K:

This makes me sad.

There are a handful of vampires who qualify for Patron Saint of DnD Vampires and Strahd is by far the best among the Dracula clones (himself included).

Strahd suffers a lot when you compare him to the other vampire Domain Lords because his DM Penis status just cock slaps you right in the face. I mean, do we really need to know that Strahd has all the best undead monsters and steals all the best magic even though there are liches and Red Wizards and shit? Is the bit of backstory about how he tricked Wild Mages into giving him their secrets anything but a distraction from his central backstory? Is his participation in various modules about Conjunctions even interesting?
Frank:

Advice about isolating settings promoting horror is well received, but I don't think they really took it to the logical conclusion. The scariest thing about Ravenloft wasn't the boosts to the monsters, it was that you were cut off from other areas.
K:

Yeh, Ravenloft worked because it constricted. The wilds were far wilder and the towns were far less friendly, so the whole place just felt tight.

But so far, pretty much Horror 101 stuff.
Frank:

One thing I think they should have talked about was the traits in these literature citations that are genuinely obsolete. I mean, they are name checking Lovecraft books, and even quote The Dunwich Horror (without specifically mentioning that that is the book they are quoting from), but they don't really talk about how even in 1990 it was not considered acceptable to refer to one of your characters as a mulatto negress. If you're going to ask people to go idea mining in older literature, you really should point out that there are natural gas pockets in those things of racism, sexism, and parochial cultural chauvinism. This is was the place for deeper literary analysis, and it just wasn't in this book. Their advice could have been in two sentences:
“Read classic books.”
“Use bigger words.”

Well, maybe three:
“More sex and death!”
K:

As much as I love the old stuff, it’s not scary. Aside from maybe Poe, the classics of horror don’t hold up well at all.

They really needed to deconstruct several stories and show people how the machinery worked. That’s really the only way to know what you are looking for when you start cribbing from authors.
Frank:

I'm deeply conflicted by their idea of “villain centered stories”. On the one hand, it seems like solid advice because stories are almost always “villain centered”. Without the villain there basically isn't any story. But that being the case, I can't help feeling that making D&D even more villain centered than it already was is just asking for the MC to walk all over you with their penis extension NPCs. Ravenloft games have been profoundly hit and miss for me and people I've talked to, and “too much railroading” is almost always the culprit for negative reactions.

They acknowledge the problem in the “Fear vs. Frustration” section, but then they keep right on advocating railroading the players into linear narratives.
K:

It’s an unsolvable problem. The more the story focuses on a particular character, the less that character is allowed to have random things happen to him.

I mean, any movie where Strahd gets killed by PCs who push him into a Mordenkainen’s Mansion and throw a Dimenional Mine in after him is just not going to be the satisfying end that movie audiences want, but that is the core of the DnD experience. In DnD, millennia-old Lichs are supposed to die when someone find their phylactery and sells it to a magic item crafter at cut-rate prices so that guy can melt it down, and powerful dragons at the heart of the adventure are supposed to get their heads chopped off when they fly in under a flag of parley to ask the city to surrender.

The story doesn't have the pacing of a good novel because it's not a novel. That's how cooperative storytelling works.
Frank:

The whole idea of note passing in RPGs is very 80s. Frankly: I think it has gone out of fashion because it's stupid. You're telling a cooperative story for the group. If you pass a note to a single player it's not cooperative and the story is not being told. Fuck that.
K:

Note-passing is just bad table-craft. It slows down the game to crawl, but I guess the Ravenloft designers needed the extra time to get all the purple prose backstory out.
Frank:

Undermining player confidence by adding “mysterious new game procedures” is probably the worst idea, and they save it for the end. Having the MC pretend to (or actually) change the rules arbitrarily on short notice is not cool, and suggesting that the MC do that to keep the players on their toes is not cool.
K:

This is the point where they say, “don’t just be a tedious DM, be a bad one as well.”
Last edited by K on Tue Apr 02, 2013 4:03 am, edited 2 times in total.
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Post by Koumei »

So AD&D cranked out a huge number of alternative settings, and that was awesome in theory, even if there were huge problems in execution.

We've covered "how to make a better Planescape for a modern audience", and that started with "Don't use actual Planescape. Get away from Sigil, the specific Factions they use, and the Lady".

I think there was some basic discussion on doing the same for Dark Sun, too. Presumably starting with "Don't, and I can't stress this enough, don't ever use 4E for this".

What would you do for Ravenloft? Keeping the bit where shadowlands suddenly appear and steal low-level* characters from various worlds to dump them together (so you can tell the players "make a level 3 character using a single setting of your choice") actually seems like a good idea.

Then I feel you'd want to have the way out be reasonably clear, as basically the adventure itself. However, try to encourage the players to trap themselves: if they go through BadGloomsTown and then through the Mires of Decay and Zombies, and finally escape the Hell Feast Mountain Range, they can escape to whatever world.

Or you can go to Castle Death Spike, and kill the vampire lord, at which point the place starts to become less evilbad - and will eventually fade out, kicking everyone back into their own planes. Unless one of the killers is acceptably bad to accept the throne, in which case it becomes their doomdeathland.

But beyond that? Always let people go deeper if they choose. Have the potential rewards (awesome power and items that are very real and tangible, they actually get that stuff, it's not just forever dangled in front of their noses) be fantastic and within view. All you need to do is go into a deeper level of Dark Dark, and fight bigger badder stuff, and risk becoming more evil yourself, and then when you get the awesome stuff? You see the even more awesome stuff on the Scaryville level below you. And at some point they might actually be too deep to go back, and become the big baddies. At which point they actually have to try a big story about redemption and change, or the game becomes "Players are the dungeon masters, Mister Cavern sends heroes to attack!"

Madness rules and fucking with your class features can go die in a fire for the most part, possible in their entirety.

Does that seem like a pretty decent way to go?

*We don't put up with much shit these days, so high-level characters should totally see it coming and then choose to just not be snatched up or instead choose to go in because the potential rewards are amazing.
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Post by hyzmarca »

Honestly, I'd make Ravenloft a stand-alone setting where weird shit happens and there are level caps. The last is important.

The Mists can still exist to pull in new characters, but they wouldn't be nearly as important and I wouldn't have Domains be absolutely segregated by them. The mists should be less of an obstacle to travel than roving bands of werewolves are.

The Dark Powers wouldn't exist at all, or at least they wouldn't have a major function. No Power Checks.

Also, I'd have rules for child characters. While running the Cutty Black Sow would be tempting, it ultimately isn't suited for a D&D game. Hansel and Gretel, on the other hand, is.

You probably also want rules that let the PCs make deals with the devil to gain awesome powers for a price, allowing them to become tragic hubristic fallen heroes if they want to.
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Post by K »

Honestly, I'd run it like Brigadoon. Mysterious cursed towns or mansions/castles should appear sometimes in real settings and be the focus for adventures and the PCs are trapped until the dawn comes or the boss monster dies.

Then that shit vanishes.

Sometimes heroes will get trapped when the places shift to other worlds and sometimes villains will get out and rampage the countryside, but otherwise it should be a classic haunted story thing.

The whole thing where Ravenloft gets constant planar travellers and is still full of Romanian hillybillies is just nonsense.

The thing where the domain specifically and ironically tailored to one monster gets transferred to a new monster is just bizarre. Barovia's trick of reincarnating Strahd's lost love in the nation he ruled while alive is just not ironic and appropriate if a witch-queen takes over Castle Ravenloft. She's going to probably only spent a small amount of time wondering why the same silly girl keeps showing up among the peasants after being killed before instituting a redecorating project to demolish the old vampire's lair for a rose garden.
Last edited by K on Tue Apr 02, 2013 4:05 am, edited 1 time in total.
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Post by Voss »

Koumei wrote: What would you do for Ravenloft? Keeping the bit where shadowlands suddenly appear and steal low-level* characters from various worlds to dump them together (so you can tell the players "make a level 3 character using a single setting of your choice") actually seems like a good idea.
I actually don't think this works at all. Ravenloft goes pretty badly if you pull a random hodgepodge of characters from the entirety of D&Dland. Robotguy, Planetouched dude and ladyCat (or whatever random hodgepodge shit half the party is going to pull, including monster races) are pretty much going to entirely wreck any sense of Gothic Horror Chicanery you care to attempt.

It had a hard time in second edition when there was a sort of vague assumption that most of the party would be human with the odd dwarf, elf or halfling (and see the bit back at the beginning where the locals might consider elf-lynching a reasonable thing), but the more diverse nature of 3e and derivatives pretty much kicks the setting in the crotch, and that crotch is already pretty ruptured and swollen from the kicks that the general D&D conceits (magic, active gods, magic items and the like) already gave it.

It is simply really hard to see horror in a game that has starts with the assumption that the monster body count will be so high that it isn't worth tracking, and all but the most powerful (and most likely PC-like) undead are pretty much minions to be ground underfoot like fodder. Ravenloft wants to treat a slightly amped-up ghoul as a figure of real terror and horror, but really, you can kill several dozen of those guys over the course of a normal session and not even care. The setting and the game are just irreconcilable.
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Post by talozin »

K wrote: On a side note, Stephen King’s book about writing uses Lovecraft as an example of bad prose that takes far too long to get to the point, and so loses effectiveness. Not a good sign.
I think the longest thing H. P. Lovecraft ever wrote is like 1/10 the size of the unabridged version of "The Stand", so it takes some serious huevos for Stephen fvcking King to write that.
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Post by K »

If you really want to do a one-shot kitchen-sink crap, you'd have to go with some kind of Rifts variant. Rifts should open up and adventurers from various worlds should hook up on their quest for strange extraplanar loots.

Ravenloft wants to do bottle episodes in the horror genre with random casts and settings AND have all the perks of persistent worlds, and that just doesn't work.
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Post by Koumei »

It's sounding more like there isn't really room for a D&D horror campaign, and you're better off just using it for your Halloween one-off or for convention games. "Here are some level one characters, IT'S ZOMBIE TIME! Survival for a second session is not required."
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Post by K »

I can't really see Horror Campaigns lasting long after about 5th level. The instant you can simply fly away from zombie invasions and fireball them from complete safety, the whole core conceit of the horror genre has been abandoned.
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Post by Maxus »

For campaigns, I'd run Ravenloft as both a hack-and-slash and a politics-heavy setting.

Make it possible to 'reduce' it by fighting the good fight in a domain hard enough that you cleanse/purify the domain and it gets cut loose and attaches somewhere normal. So there really are Good people trying to make it there, kill enough evil shit, and make the place lose a domain.

The flip side of the coin would be the politics--the PCs would be allowed and encouraged, if they wanted to, to try to become the masters of a domain. And have to deal with rival factions/groups for a domain's rulership, AND with good adventurers trying to come in and kill everything.

For adventures, I'd cut loose, come up with a lot of crazy shit and put together some creepy area for a few adventures. I liked the "domain is one mansion" thing. Ravenloft's domains are great excuses to have all sorts of bizarre magical architecture and exotic locales--tropical islands where it's always night, factories, towns built on hanging bridges spanning canyons...

And cut down on the "Sucks to be a PC" dickery.
Last edited by Maxus on Tue Apr 02, 2013 4:24 am, edited 1 time in total.
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Post by Koumei »

Well my assumption in the already-abandoned idea a few posts above was that most monsters would be flying night predators (and zombies would be your typical scenery), and at higher levels, the horror literally becomes "What am I becoming?" But less ham-fisted.

That still actually requires the players to be on board with that, though, and this is an edition that literally has "I think I'm turning Japanese draconic" and "I skinned a demon and stitched it to my body, imagine what I'll do to you. Transforming physically and mentally is practically normal at this point, so personal horror is probably just not going to happen.

The only horror that remains is being scared of the big bad thing out there - and if I wanted that, I'd take some mescaline and run into the park after watching a documentary about wasps.
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Post by Voss »

Having the players on board is really important. Usually when people pull out Ravenloft shit, the players shift 'genre-savvy and cynical about it' into overdrive, and it quickly falls apart. The one Ravenloft game that I really remember involved coming across a little girl in the mist-covered woods who was scared of the 'tree monster' chasing her. The game came to a crashing halt as we debated just killing the fuck out of the little girl on the spot, because it was totally obvious that she was going to turn out to be the 'tree monster' all along.

The only analogous situation I can think of involved a terrible Dragonlance campaign that involved the party getting railroaded into a time travel adventure by a fucking kender NPC. Only difference was there was no debate, and the party unanimously decided to kill the thieving little fucker on the spot. We then spent the next two sessions wrecking the fuck out of the setting and then the campaign collapsed under its stupid pretensions (and also because one player lived with the DM and had half-a-dozen private sessions with the DM while the party had about 4, so the rest of us were effectively frozen out of two-thirds of the game, since even the group sessions revolved around that single character.
Last edited by Voss on Tue Apr 02, 2013 4:41 am, edited 1 time in total.
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