Escape from Ravenloft
Posted: Thu May 18, 2017 3:55 am
I saw something written in the welcome thread, saying "if you are able to leave this place", and I thought I'd make this thread, since I had this question for quite some time in my mind now.
Do you use the Escape from Ravenloft sense as a main plot, as a side quest or as a completely vague idea that hovers around the party/players but never lands? I will elaborate and explain.
I've run in 3 different occasions, with 3 different parties, the Grand Conjunction hexad of scenarios. Each party had a different amount of meta-ness, one was a seasoned Ravenloft playing party, the other was a seasoned Ad&d playing party and the third (running currently) are neither; they do like their powerful items, they like their roleplaying, but overall I don't think they have started thinking of escaping Ravenloft (yet - although I don't know if they will think of getting off, they are the kind of people who prefer to stay with the DM plot than try and deviate from it and "screw" everything up).
In the other two occasions I have tried different things. One was a vague "hanging over their heads" thing, that followed around as a rumor, but they knew the price they were paying for entering Ravenloft. The second party didn't like Ravenloft as a whole: they were trying to find a way to get out. Half of their players went mad, others became villains, a cleric started transforming into a Yugoloth (True Neutral cleric). It was a symphony of destruction.
What about you though? Do you give your players the option to escape? And how? Do you give them false hopes only to crush it out of them at the last moment? I was thinking of giving to the current party the option to travel through Planescape to the Prime Material again. Never tried it before, although I have played as part of a company that planewalked around a lot.
Do you use the Escape from Ravenloft sense as a main plot, as a side quest or as a completely vague idea that hovers around the party/players but never lands? I will elaborate and explain.
I've run in 3 different occasions, with 3 different parties, the Grand Conjunction hexad of scenarios. Each party had a different amount of meta-ness, one was a seasoned Ravenloft playing party, the other was a seasoned Ad&d playing party and the third (running currently) are neither; they do like their powerful items, they like their roleplaying, but overall I don't think they have started thinking of escaping Ravenloft (yet - although I don't know if they will think of getting off, they are the kind of people who prefer to stay with the DM plot than try and deviate from it and "screw" everything up).
In the other two occasions I have tried different things. One was a vague "hanging over their heads" thing, that followed around as a rumor, but they knew the price they were paying for entering Ravenloft. The second party didn't like Ravenloft as a whole: they were trying to find a way to get out. Half of their players went mad, others became villains, a cleric started transforming into a Yugoloth (True Neutral cleric). It was a symphony of destruction.
What about you though? Do you give your players the option to escape? And how? Do you give them false hopes only to crush it out of them at the last moment? I was thinking of giving to the current party the option to travel through Planescape to the Prime Material again. Never tried it before, although I have played as part of a company that planewalked around a lot.