Considering making a new Mistbound world
Posted: Fri Feb 19, 2016 8:40 pm
Hello, all. It's me again, SpiritCaller. I rejoined under a new name because I couldn't remember the password to my old account or the email address I had joined with. Oh well. I like this name better anyway.
I was working on a campaign where I tinkered with the domains and DLs extensively. I came up with a lot of other domains and used quite a few from the various netbooks in the process. More than one player commented to me that I may as well go whole hog and make a new world. And the more I thought about it, the more I liked the idea. 1. It could help me resolve a few issues I'd been working on and 2. It would unleash my creativity even more.
I've been playing Ravenloft off and on since the mid-90s, before the red box setting came out. I don't recall the exact date but at the time, the black box was all there was to the actual game setting. So, believe it or not, I've grown a bit tired of some of the stock villains and wouldn't mind seeing a nice twist or two thrown at them. A powerful vampire lord? Yes but I'd like to go a different route than basing one on Dracula. A "flesh golem" villain? Sure but not one based on Frankenstein's monster (though I love the novel!). In other words, I'm ready for something different and my players expressed their enthusiasm for this idea too.
The basis would be late medieval Europe but the knowledge that there were islands and other lands beyond, just as it was in medieval Europe (and freely open to development). However, I'm strongly thinking of incorporating some anachronisms, especially where that can raise the sense of mystery. For instance, my equivalent to late medieval London would have a mysteriously advanced clocktower in it... and no one is sure who built it or when. It's even better if it gives the realm a certain dreaminess in feel.
One of Ravenloft's most intriguing features is also its greatest weakness. You need darklords to have a domain and vice versa. I want to do away with this limitation as was done in Gothic Earth. In GE, there were darklords but they weren't DLs by Ravenloft standards; they had no domains (and were thus free to wander) and weren't necessarily cursed. This freed the devs from the burden of coming up with a good curse for every darklord and freed the players from the same when coming up with a new major villain. GE's darklords were also a bit more of a threat since they could conceivably chase the heroes all over the world. Getting out before the DL closes the borders was no longer the way to safety.
I'm also thinking about modifying the GE darklord concept to encompass situations. When I was imagining an alternate Gundarak, I got the idea to replace the vampire DL with a bloodline cursed with insanity. Every lord of the land of the ruling Malimuraz family is doomed to lose his mind. Every one of them tries to find some way around this curse but... well, that why I said "doomed." Another theme is their brutality in repressing rebellions (remember that Gundar once had rebels gruesomely slaughtered and hung from the trees?). It would indeed seem that both the Malimurazes and the land they rule are cursed.
Of course, many of these dark situations would be villains. A few of them could even be cursed like Strahd. But frankly, I need a cooler-sounding term than "dark situations." I'm open to suggestions.
There are several ways that I want this world to remain Ravenloft-ish. Most significantly would be the Mists. I want the Mists to be just as enigmatic, dangerous and prevalent as in Ravenloft. Another is the Vistani. Though I picture them being a bit more like the real-life Romany, they would still be decidedly Vistani. Dark magic would be enhanced though no longer limited by domain borders. Lastly, curses would work the same as in regular Ravenloft.
Ruleset: Rules are welcome, especially to give a character a baseline for how powerful they are, but I want this setting to be rules-agnostic as much as possible. RL is rooted in 2nd Edition AD&D and has been converted to later rules several times. And there are people like me using alternate rulesets (I use my own homebrew variant on True20 myself; feel free to download that if you're interested). There are people playing RL with many different rulesets nowadays so a rules-agnostic approach seems best.
Monsters: I've always found the monsters of folklore preferable. All too many of the monsters with the same names in FRPGs seem to have statted up just for the game but all their mystery and feeling were left out (this is why VRGTG is my fave monster book in all of d20; those are what ghosts are supposed to be like, not just game stats given to various words for "ghost"). In the old days, you needed various books to research folkloric critters but now, if you're online then you have the greatest monster book ever published at your fingertips--Wikipedia.
I bring this up with regard to monsters because of one land I came up with, Belleterre. It was originally a revamp of Verbrek that was based on medieval France and given a feel very muck like Clark Ashton Smith's Averoigne. In the old werewolf lore, werewolves acquired their shapeshifting power via a token obtained in a deal with the Devil (usually a belt of wolf fur). Translating that to Belleterre, werewolves gain their ability in much the same fashion in a deal with a demon (folkloric demons, not the D20-style creatures). Hence, there's nothing tragic about folkloric werewolves; they're not cursed. Nor were they particularly vulnerable to silver or unknowing of what they did as werewolves.
Edit: I should add that I have nothing against adding fictional creatures.
So, anyone have any thoughts or ideas? I'm especially curious if anyone else has ever worked on a similar premise. And I know I've missed some relevant points, so please point out the flaw in my plan if you spot one.
I was working on a campaign where I tinkered with the domains and DLs extensively. I came up with a lot of other domains and used quite a few from the various netbooks in the process. More than one player commented to me that I may as well go whole hog and make a new world. And the more I thought about it, the more I liked the idea. 1. It could help me resolve a few issues I'd been working on and 2. It would unleash my creativity even more.
I've been playing Ravenloft off and on since the mid-90s, before the red box setting came out. I don't recall the exact date but at the time, the black box was all there was to the actual game setting. So, believe it or not, I've grown a bit tired of some of the stock villains and wouldn't mind seeing a nice twist or two thrown at them. A powerful vampire lord? Yes but I'd like to go a different route than basing one on Dracula. A "flesh golem" villain? Sure but not one based on Frankenstein's monster (though I love the novel!). In other words, I'm ready for something different and my players expressed their enthusiasm for this idea too.
The basis would be late medieval Europe but the knowledge that there were islands and other lands beyond, just as it was in medieval Europe (and freely open to development). However, I'm strongly thinking of incorporating some anachronisms, especially where that can raise the sense of mystery. For instance, my equivalent to late medieval London would have a mysteriously advanced clocktower in it... and no one is sure who built it or when. It's even better if it gives the realm a certain dreaminess in feel.
One of Ravenloft's most intriguing features is also its greatest weakness. You need darklords to have a domain and vice versa. I want to do away with this limitation as was done in Gothic Earth. In GE, there were darklords but they weren't DLs by Ravenloft standards; they had no domains (and were thus free to wander) and weren't necessarily cursed. This freed the devs from the burden of coming up with a good curse for every darklord and freed the players from the same when coming up with a new major villain. GE's darklords were also a bit more of a threat since they could conceivably chase the heroes all over the world. Getting out before the DL closes the borders was no longer the way to safety.
I'm also thinking about modifying the GE darklord concept to encompass situations. When I was imagining an alternate Gundarak, I got the idea to replace the vampire DL with a bloodline cursed with insanity. Every lord of the land of the ruling Malimuraz family is doomed to lose his mind. Every one of them tries to find some way around this curse but... well, that why I said "doomed." Another theme is their brutality in repressing rebellions (remember that Gundar once had rebels gruesomely slaughtered and hung from the trees?). It would indeed seem that both the Malimurazes and the land they rule are cursed.
Of course, many of these dark situations would be villains. A few of them could even be cursed like Strahd. But frankly, I need a cooler-sounding term than "dark situations." I'm open to suggestions.
There are several ways that I want this world to remain Ravenloft-ish. Most significantly would be the Mists. I want the Mists to be just as enigmatic, dangerous and prevalent as in Ravenloft. Another is the Vistani. Though I picture them being a bit more like the real-life Romany, they would still be decidedly Vistani. Dark magic would be enhanced though no longer limited by domain borders. Lastly, curses would work the same as in regular Ravenloft.
Ruleset: Rules are welcome, especially to give a character a baseline for how powerful they are, but I want this setting to be rules-agnostic as much as possible. RL is rooted in 2nd Edition AD&D and has been converted to later rules several times. And there are people like me using alternate rulesets (I use my own homebrew variant on True20 myself; feel free to download that if you're interested). There are people playing RL with many different rulesets nowadays so a rules-agnostic approach seems best.
Monsters: I've always found the monsters of folklore preferable. All too many of the monsters with the same names in FRPGs seem to have statted up just for the game but all their mystery and feeling were left out (this is why VRGTG is my fave monster book in all of d20; those are what ghosts are supposed to be like, not just game stats given to various words for "ghost"). In the old days, you needed various books to research folkloric critters but now, if you're online then you have the greatest monster book ever published at your fingertips--Wikipedia.
I bring this up with regard to monsters because of one land I came up with, Belleterre. It was originally a revamp of Verbrek that was based on medieval France and given a feel very muck like Clark Ashton Smith's Averoigne. In the old werewolf lore, werewolves acquired their shapeshifting power via a token obtained in a deal with the Devil (usually a belt of wolf fur). Translating that to Belleterre, werewolves gain their ability in much the same fashion in a deal with a demon (folkloric demons, not the D20-style creatures). Hence, there's nothing tragic about folkloric werewolves; they're not cursed. Nor were they particularly vulnerable to silver or unknowing of what they did as werewolves.
Edit: I should add that I have nothing against adding fictional creatures.
So, anyone have any thoughts or ideas? I'm especially curious if anyone else has ever worked on a similar premise. And I know I've missed some relevant points, so please point out the flaw in my plan if you spot one.