I don't limit my players any more than the existing rules. The fact is, Ravenloft has a certain atmosphere. But more importantly, this game is about everyone having fun. And I'm not willing to censure or restrict a player unreasonably just to "go with atmosphere."
Instead, I re-inforce the flavor of Ravenloft when the players actually play. For example, the way that most adventurers have jobs as well, and such. The way people act. I don't tell the PC's how to act, but if they find that they're the only ones doing things a certain way, they'll often change to mesh in with the system. In short, I don't force the players into the game, I let them evolve naturally into it.
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- BigBadQDaddy
- Champion of the Maiden

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I totally agree. I have definatley noticed the difference within all of the groups I play with. For instance my wednesday group does not work for Ravenloft at all, due to heavy competewiththeGM-itis. My sunday group however, are story lovers and I find it exceptionally easy to run them.Rotipher wrote:I don't think it's the D&D game's problem, just a problem with certain types of D&D players. If you're gaming with a bunch of stat-obsessed munchkins, no change of game-system will magically get them to think like a Ravenlofter
- Le Noir Faineant
- Rafe, Agent of the Fraternity

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Maybe you're right. In general, I have experienced that level-based systems don't necessarily work well with horror games. Personally, I'd work out a lot of changes for my RL game if I had the time.Rotipher wrote:I don't think it's the D&D game's problem, just a problem with certain types of D&D players. If you're gaming with a bunch of stat-obsessed munchkins, no change of game-system will magically get them to think like a Ravenlofter; heck, I've watched players with that mindset trying to play a Toon game like it was a "My-PC-Out-Buttkicks-Your-PC" munchfest!
- Dion of the Fraternity
- Lurker Maximus

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- Undead Cabbage
- Evil Genius

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For a while I tried doing experience with my players, but the experience tables just got frustrating after a while. They're designed for dungeon crawls where players are facing oogles of badies with no name tages. Very anti-Ravenloft.
Instead, my players simply level once every sort of huge hurdle (campaign) they go over. Take the final level they will accomplish, subtract their beginning level, divide by the total sessions you're expecting to have, and that's how often they level. So far, we've both perfered it this way, and its taken them away from game mechanics and into role-playing.
Instead, my players simply level once every sort of huge hurdle (campaign) they go over. Take the final level they will accomplish, subtract their beginning level, divide by the total sessions you're expecting to have, and that's how often they level. So far, we've both perfered it this way, and its taken them away from game mechanics and into role-playing.
Funny thing is, I just trying playing the game Munchkins the other day. Very funny; takes a lot of shots at conventional D&D.I don't think it's the D&D game's problem, just a problem with certain types of D&D players. If you're gaming with a bunch of stat-obsessed munchkins, no change of game-system will magically get them to think like a Ravenlofter; heck, I've watched players with that mindset trying to play a Toon game like it was a "My-PC-Out-Buttkicks-Your-PC" munchfest! Rolling Eyes
