Re: communicating with other worlds from RL?
Posted: Wed Mar 10, 2021 6:35 am
My general feel on this is a little more narrativeist than the general convo here, but what the hell.
There are, imo, two broad types of Ravenloft games. Outlander games, where the setting is an encounter to be survived or escaped, and native games, where it's a spooky campaign setting. These philosophies lead to very different takes on how to construct Ravenloft content; Outlander games benefit from smaller, more focused Domains, require strict rules on planar travel, need frequent portals to facilitate escape. A lot of the 2 and even 3e rules have that early d&d trying to outwit the players energy, getting ahead of clever spells and magic items that'll let them skip the adventure. Native games benefit from larger, more cohesive domains where the Darklords have several threats to their power and there are clear power structures to facilitate adventuring parties and do not, I argue, need the same restrictions on divination and teleportation as outlander games. There's nowhere to just bail to. Ravenloft natives knowing about other worlds goes back to Van Richten's Guide to Vampires, and I'd even argue visiting them doesn't break the setting as long as the Mists eventually drag you back.
As a matter of fact, searching for occult means to communicate with and visit Secret Chiefs and Higher Realms is a huge part of the occult traditions that grew up along with the late gothic literary tradition. If you want help characterizing Madame Eva, Madame Blavatsky isn't a bad place to start. Masque of the Red Death literally has Crowley as a major villain. 3e, on re-read, even has this worked into the demiplane's dynamic; Masques like Red Death exist and can be traveled to, so Ravenloft could have tiny colonies in the Feywild, Shadowfell, Astral Sea, or wherever else you might want to take your Native characters for a wild trip or be the dark goal of your villains.
This is a lot of words to get to 'just do what you need for your game', which while a bit dismissive is also, I think, fundamentally true.
There are, imo, two broad types of Ravenloft games. Outlander games, where the setting is an encounter to be survived or escaped, and native games, where it's a spooky campaign setting. These philosophies lead to very different takes on how to construct Ravenloft content; Outlander games benefit from smaller, more focused Domains, require strict rules on planar travel, need frequent portals to facilitate escape. A lot of the 2 and even 3e rules have that early d&d trying to outwit the players energy, getting ahead of clever spells and magic items that'll let them skip the adventure. Native games benefit from larger, more cohesive domains where the Darklords have several threats to their power and there are clear power structures to facilitate adventuring parties and do not, I argue, need the same restrictions on divination and teleportation as outlander games. There's nowhere to just bail to. Ravenloft natives knowing about other worlds goes back to Van Richten's Guide to Vampires, and I'd even argue visiting them doesn't break the setting as long as the Mists eventually drag you back.
As a matter of fact, searching for occult means to communicate with and visit Secret Chiefs and Higher Realms is a huge part of the occult traditions that grew up along with the late gothic literary tradition. If you want help characterizing Madame Eva, Madame Blavatsky isn't a bad place to start. Masque of the Red Death literally has Crowley as a major villain. 3e, on re-read, even has this worked into the demiplane's dynamic; Masques like Red Death exist and can be traveled to, so Ravenloft could have tiny colonies in the Feywild, Shadowfell, Astral Sea, or wherever else you might want to take your Native characters for a wild trip or be the dark goal of your villains.
This is a lot of words to get to 'just do what you need for your game', which while a bit dismissive is also, I think, fundamentally true.