What do you expect from 4E?
What do you expect from 4E?
The fourth edition of Ravenloft was announced several months ago. It does not seem to me that anyone had posted a thread like this, therefore I'll do it.
The Brotherhood is the largest site about Ravenloft findable on the web, the place where many fans of the setting gather each other and share their impressions. It is not unlikely to think that the authors of the setting (whoever they are) keep a watchful eye on what is being discussed here, trying to get moods and trends circulating among us who love this setting so much.
At the moment, Ravenloft 4E goes through a phase of conception and modeling: what better time to express our desires and our proposals for the conservation and the improvement of the setting that we, future buyers, support for years?
Personally, I had some espectations that were wholly rejected in the 3th edition, and that I believe essential to the fourth in order to make the leap:
1) A graphic design worthy of the name - The 4th edition hanbooks published to date have enjoyed a very high attention at regard, and I expect that Ravenloft 4th will receive the same treatment. More specifically, I'd like to see a proper use of colors or, better to say, a use of color indeed. The conviction that the gray scale is the only one that can give back a gothic feeling is really wrong: a good use of the whole color scale (intense scarlets, alien greens, spectral azures...) can instead characterize the pages of a Gothic book, giving it suggestion, power of expression and a romantic beauty. It's time that Ravenloft has a map of quality, in addition: a refined, detailed and expanded one, hopefully drawn by a capable hand.
2) A better political and social dynamics within the Core - The transition from first to second edition of Ravenloft has seen the occurrence of several major events (creation of the Shadow Rift, discovery of the Sea of the Night, expulsion of some domains, deletion of some lords ...). At this regard, Ravenloft 3e was rather poor, suffering from a certain social immobility. It would be nice if the 4E Core returned to be a dynamic and vibrant land, where nature pulses of supernatural forces, and people and lords take cultural, military and economic initiative by themselves, offering players and DMs a complex base for possible story lines.
I could write many more ideas by myself, but I'm sure you have many other ones and I'm curious to read them.
The Brotherhood is the largest site about Ravenloft findable on the web, the place where many fans of the setting gather each other and share their impressions. It is not unlikely to think that the authors of the setting (whoever they are) keep a watchful eye on what is being discussed here, trying to get moods and trends circulating among us who love this setting so much.
At the moment, Ravenloft 4E goes through a phase of conception and modeling: what better time to express our desires and our proposals for the conservation and the improvement of the setting that we, future buyers, support for years?
Personally, I had some espectations that were wholly rejected in the 3th edition, and that I believe essential to the fourth in order to make the leap:
1) A graphic design worthy of the name - The 4th edition hanbooks published to date have enjoyed a very high attention at regard, and I expect that Ravenloft 4th will receive the same treatment. More specifically, I'd like to see a proper use of colors or, better to say, a use of color indeed. The conviction that the gray scale is the only one that can give back a gothic feeling is really wrong: a good use of the whole color scale (intense scarlets, alien greens, spectral azures...) can instead characterize the pages of a Gothic book, giving it suggestion, power of expression and a romantic beauty. It's time that Ravenloft has a map of quality, in addition: a refined, detailed and expanded one, hopefully drawn by a capable hand.
2) A better political and social dynamics within the Core - The transition from first to second edition of Ravenloft has seen the occurrence of several major events (creation of the Shadow Rift, discovery of the Sea of the Night, expulsion of some domains, deletion of some lords ...). At this regard, Ravenloft 3e was rather poor, suffering from a certain social immobility. It would be nice if the 4E Core returned to be a dynamic and vibrant land, where nature pulses of supernatural forces, and people and lords take cultural, military and economic initiative by themselves, offering players and DMs a complex base for possible story lines.
I could write many more ideas by myself, but I'm sure you have many other ones and I'm curious to read them.
- Jester of the FoS
- Jester of the Dark Comedy

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Re: What do you expect from 4E?
I'll repeat what I said on the WotC boards last August:
I want to see a Ravenloft campaign setting game that is treated like a Ravenloft product first, and a stand-alone game with new mechanics second.
I like the idea of cards for Gamma World in that they're essentially a giant table you roll on that is customizable (remove cards, add cards from accessories, etc). I don't see this idea transferring well to Ravenloft as there no need for giant random tables. There's no need for random races/classes in the game. I really, really hope they didn't have such a fun time with Gamma World that they decided to do a similar game (ala Castle Ravenloft and Wrath of Ashardalon).
I also pray the game doesn't turn into fantasy X-men with a werewolf and a ghost and a vampire and a flesh golem all banding together to fight evil or struggle to regain/find their humanity. There were 88 Ravenloft products released for 2e and 3e and only two ever really focused on Player Character monsters (Requiem: the Grim Harvest and *technically* Carnival). Otherwise known as 2.2% of the game. If the game is just an excuse to have people drawing monster cards instead of races and classes (again, like Gamma World with vampire necromancers instead of radioactive-cockroach geomancers) I will be very upset.
The yet unknown physical element might be a form of corruption tracker. Used to measure the player's sanity or physical taint instead of Dark Power checks or that system. The trouble with this would be adding it to the box almost necessitates use. You'd want to use it more often instead of when absolutely needed.
What I Want
I'd like the writers to acknowledge the ArtHaus/ Swords & Sorcery edition of the game, but not necessarily pick-up the metaplot. Starting at the same era as the 3e book with Azalin returned and Inza as lord of Sithicus. At the very least the writers should do their research and look at what was written about the lands and the lords to avoid contradiction. The writers of the Gazetteers worked hard to amalgamate the contents of novels, adventures, and game books into a single cohesive package.
The least-offensive physical component would be the fortune telling Tarokka deck, even though I have like four of these (two from Forbidden Lore, one from the Red Box, and the fantastic S&S one). Possibly using the cards in place of dice for the various Ravenloft mechanics such as fear, horror, madness, and power check. Or using them in plot and/or character creation.
We know they're adding monster-PC rules to the set, which seems as useful as adding expansive Red Wizard of Thay rules to a Forgotten Realms game or allowing adding the Dreaming Dark to the playable races and classes of the Eberron book. Yeah, you can have alot of fun in an expectation-defying Inspired campaign but that doesn't mean it should be presented as the norm in place of more standard options.
Again, best-case the rules are related to failed Power Checks/taint corruption but presented as an option and not expected play, so PCs are not descending into monsterdom like Cthulu player descend into madness.
The Core has seen so very much attention it would be nice if the book focused on Islands of Terror, which would work well now that the game is part of the Shadowfell. But that's not likely, as you cover the main areas in the campaign setting so it's the most useful.
Since they I've had a chance to read Gamma World, which is likely comparable as the other stand alone game slash new world.
Half the book is straight rules and half is monsters and an adventure (thankfully, the latter also has new monsters). I dread seeing that done to Ravenloft which *needs* a world book of NPCs and locations and history.
Hopefully we'll see a smaller 100 page player book and a big, sizable DM book. There'd be plenty of room in the box (with the frame and all in the Gamma World box).
Really, I want them to avoid the flaws of Gamma World: no setting information, high mortality campaigns, and a prohibitively expensive box that only one person at the table buys. Gamma World turns the first into a plus as most people Gamma-ize their hometown or famous area, and the second works because character creation is so easy and gameplay is so inherently kooky that new characters are easily added. The last problem is a hard hurdle to cross. I've seen many people on twitter complaining about the lack of a cheap book option for players.
I want to see a Ravenloft campaign setting game that is treated like a Ravenloft product first, and a stand-alone game with new mechanics second.
I like the idea of cards for Gamma World in that they're essentially a giant table you roll on that is customizable (remove cards, add cards from accessories, etc). I don't see this idea transferring well to Ravenloft as there no need for giant random tables. There's no need for random races/classes in the game. I really, really hope they didn't have such a fun time with Gamma World that they decided to do a similar game (ala Castle Ravenloft and Wrath of Ashardalon).
I also pray the game doesn't turn into fantasy X-men with a werewolf and a ghost and a vampire and a flesh golem all banding together to fight evil or struggle to regain/find their humanity. There were 88 Ravenloft products released for 2e and 3e and only two ever really focused on Player Character monsters (Requiem: the Grim Harvest and *technically* Carnival). Otherwise known as 2.2% of the game. If the game is just an excuse to have people drawing monster cards instead of races and classes (again, like Gamma World with vampire necromancers instead of radioactive-cockroach geomancers) I will be very upset.
The yet unknown physical element might be a form of corruption tracker. Used to measure the player's sanity or physical taint instead of Dark Power checks or that system. The trouble with this would be adding it to the box almost necessitates use. You'd want to use it more often instead of when absolutely needed.
What I Want
I'd like the writers to acknowledge the ArtHaus/ Swords & Sorcery edition of the game, but not necessarily pick-up the metaplot. Starting at the same era as the 3e book with Azalin returned and Inza as lord of Sithicus. At the very least the writers should do their research and look at what was written about the lands and the lords to avoid contradiction. The writers of the Gazetteers worked hard to amalgamate the contents of novels, adventures, and game books into a single cohesive package.
The least-offensive physical component would be the fortune telling Tarokka deck, even though I have like four of these (two from Forbidden Lore, one from the Red Box, and the fantastic S&S one). Possibly using the cards in place of dice for the various Ravenloft mechanics such as fear, horror, madness, and power check. Or using them in plot and/or character creation.
We know they're adding monster-PC rules to the set, which seems as useful as adding expansive Red Wizard of Thay rules to a Forgotten Realms game or allowing adding the Dreaming Dark to the playable races and classes of the Eberron book. Yeah, you can have alot of fun in an expectation-defying Inspired campaign but that doesn't mean it should be presented as the norm in place of more standard options.
Again, best-case the rules are related to failed Power Checks/taint corruption but presented as an option and not expected play, so PCs are not descending into monsterdom like Cthulu player descend into madness.
The Core has seen so very much attention it would be nice if the book focused on Islands of Terror, which would work well now that the game is part of the Shadowfell. But that's not likely, as you cover the main areas in the campaign setting so it's the most useful.
Since they I've had a chance to read Gamma World, which is likely comparable as the other stand alone game slash new world.
Half the book is straight rules and half is monsters and an adventure (thankfully, the latter also has new monsters). I dread seeing that done to Ravenloft which *needs* a world book of NPCs and locations and history.
Hopefully we'll see a smaller 100 page player book and a big, sizable DM book. There'd be plenty of room in the box (with the frame and all in the Gamma World box).
Really, I want them to avoid the flaws of Gamma World: no setting information, high mortality campaigns, and a prohibitively expensive box that only one person at the table buys. Gamma World turns the first into a plus as most people Gamma-ize their hometown or famous area, and the second works because character creation is so easy and gameplay is so inherently kooky that new characters are easily added. The last problem is a hard hurdle to cross. I've seen many people on twitter complaining about the lack of a cheap book option for players.
- Joël of the FoS
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Re: What do you expect from 4E?
What I’d want in RL 4e? OK, here’s my Xmas list for Santa Claws:
- They announced the RL 4e game will be a standalone unit. Fun, but I’d also like it compatible with 4e since it will have a limited D&D appeal if it doesn’t.
- It will keep the canon ideology and mechanics behind the setting: track of terror, most domains of the core and the seas, the magic limitations, etc. while pushing the story farther (about ten years) in a compatible way, with interesting twists.
- It will explain where the core is in Shadowfell, and how it interacts with it, if it does.
- It will keep a gothic flavor, and not an alien and fiend fantasy flavor like in EtCR.
- It will acknowledge and use the 3e era RL stuff.
- It will have cool maps!
Joël
- They announced the RL 4e game will be a standalone unit. Fun, but I’d also like it compatible with 4e since it will have a limited D&D appeal if it doesn’t.
- It will keep the canon ideology and mechanics behind the setting: track of terror, most domains of the core and the seas, the magic limitations, etc. while pushing the story farther (about ten years) in a compatible way, with interesting twists.
- It will explain where the core is in Shadowfell, and how it interacts with it, if it does.
- It will keep a gothic flavor, and not an alien and fiend fantasy flavor like in EtCR.
- It will acknowledge and use the 3e era RL stuff.
- It will have cool maps!
Joël
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
- alhoon
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Re: What do you expect from 4E?
Sorry to spoil it for you Gotten but I think you'll only get cool maps out of what you wish. 
Personally what I expect:
- A heroic fantasy game set in a gothic background, good for weekend in hell stories where the PCs valiantly bash ghouly beasties, with their swords glowing from radiant at will powers, magic flying etc.
- 90% there will be help and perhaps even a chapter on how to run it Ravenloftian, for the purists (like most of us). The difference between gore and horror for example, etc.
- I don't expect power checks to be something bad or Powers to not work. Why? 4E is based on the "The PCs don't suffer. However (as I said in the previous bullet), there will propably be suggestions on what powers the PCs could take to be more "in mood" with Ravenloft. Things like "Dragonborn Paladins don't really fit in, don't take them" and "OK, Paladins should avoid at will radiant powers because the place is overan with undead so it's too much."
- Many more ghosts, constructs, ancient dead etc.
- Story will be minimal. 2-3 paragraphs (half a column) for the history of each domain.
- How to bring 4E to Ravenloft (since you said it'll be standalone) and how to bring Ravenloft to 4E.
PS. It being a standalone though makes my hopes higher since it will include modified classes and powers to be more Ravenloftish.
What I want:
What Joel wants but with classes modified for Ravenloft. I.e. A page where it says Fighter: PHB powers allowed: X, Y, Z. Martial classes powers allowed: X1, Y1, Z1. Etc.
Personally what I expect:
- A heroic fantasy game set in a gothic background, good for weekend in hell stories where the PCs valiantly bash ghouly beasties, with their swords glowing from radiant at will powers, magic flying etc.
- 90% there will be help and perhaps even a chapter on how to run it Ravenloftian, for the purists (like most of us). The difference between gore and horror for example, etc.
- I don't expect power checks to be something bad or Powers to not work. Why? 4E is based on the "The PCs don't suffer. However (as I said in the previous bullet), there will propably be suggestions on what powers the PCs could take to be more "in mood" with Ravenloft. Things like "Dragonborn Paladins don't really fit in, don't take them" and "OK, Paladins should avoid at will radiant powers because the place is overan with undead so it's too much."
- Many more ghosts, constructs, ancient dead etc.
- Story will be minimal. 2-3 paragraphs (half a column) for the history of each domain.
- How to bring 4E to Ravenloft (since you said it'll be standalone) and how to bring Ravenloft to 4E.
PS. It being a standalone though makes my hopes higher since it will include modified classes and powers to be more Ravenloftish.
What I want:
What Joel wants but with classes modified for Ravenloft. I.e. A page where it says Fighter: PHB powers allowed: X, Y, Z. Martial classes powers allowed: X1, Y1, Z1. Etc.
"You truly see what a person is made of, when you begin to slice into them" - Semirhage
"I am not mad, no matter what you're implying." - Litalia
My DMGuild work!
"I am not mad, no matter what you're implying." - Litalia
My DMGuild work!
Re: What do you expect from 4E?
Some of my wish list,
- Much like the start of the Darksun Campaign setting for 4e, a paragraph detailing what you shouldn't really play in ravenloft. Essentially a no orcs and dragonborn paragraph.
- I 'd love to see a combined core, different from the disparate domains floating in the shadowfell.
- Less on mechanics more on fluff. I understand that 4e loves it's crunch, but especially if it's a single book I'd hope to get as much flavour and fluff as possible. I don't think players need 9 new fighter powers for the undead slayer path.
- Reskin the powers. The flavour text on the 4e powers can be pretty pants. Just a paragraph on how powers should be subtle, If a fighter trips some one he doesn't need a spectral ankylosaurus to do it.
- Keep at least some part of terror tracks/powers check systems and make them relevant. I think the work that wizards did on their conversion of dark sun was spot on. But they implement poorly the mechanic responsible for the setting itself, defiling.
- Don't make everything about combat and every hauted house/castle/location should not be a dungeon.
- I'd love to see Talon do some art, or a least have a toned style of art (the cover of the Castle Ravenloft Boardgame didn't do it for me).
I am not hopeful, but you never know.
- Much like the start of the Darksun Campaign setting for 4e, a paragraph detailing what you shouldn't really play in ravenloft. Essentially a no orcs and dragonborn paragraph.
- I 'd love to see a combined core, different from the disparate domains floating in the shadowfell.
- Less on mechanics more on fluff. I understand that 4e loves it's crunch, but especially if it's a single book I'd hope to get as much flavour and fluff as possible. I don't think players need 9 new fighter powers for the undead slayer path.
- Reskin the powers. The flavour text on the 4e powers can be pretty pants. Just a paragraph on how powers should be subtle, If a fighter trips some one he doesn't need a spectral ankylosaurus to do it.
- Keep at least some part of terror tracks/powers check systems and make them relevant. I think the work that wizards did on their conversion of dark sun was spot on. But they implement poorly the mechanic responsible for the setting itself, defiling.
- Don't make everything about combat and every hauted house/castle/location should not be a dungeon.
- I'd love to see Talon do some art, or a least have a toned style of art (the cover of the Castle Ravenloft Boardgame didn't do it for me).
I am not hopeful, but you never know.
- Nathan of the FoS
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Re: What do you expect from 4E?
Very little.
...
Oh, you want specifics?
Well, if it's going to be like Gamma World, which seems to be the most likely development path, there's just not going to be much space for fluff of any kind. 160 pages just about covers character creation, Ravenloft-specific mechanics, monsters, and an adventure. It's hard to see them adding Domains of Dread level detail about domains with those constraints. A few pages listing domains and domain themes (Lamordia is Mad Science!) is about all I hope for on that point, and it would indeed be nice if they'd go into some detail on the relationship of "Ravenloft" to "the Shadowfell".
I hope they devote at least some space to the big-time NPCs, and usable maps would be a nice plus too.
...
Oh, you want specifics?
Well, if it's going to be like Gamma World, which seems to be the most likely development path, there's just not going to be much space for fluff of any kind. 160 pages just about covers character creation, Ravenloft-specific mechanics, monsters, and an adventure. It's hard to see them adding Domains of Dread level detail about domains with those constraints. A few pages listing domains and domain themes (Lamordia is Mad Science!) is about all I hope for on that point, and it would indeed be nice if they'd go into some detail on the relationship of "Ravenloft" to "the Shadowfell".
I hope they devote at least some space to the big-time NPCs, and usable maps would be a nice plus too.
[b]FEAR JUSTICE.[/b] :elena:
Re: What do you expect from 4E?
We begin to get serious.
Second round:
- Pronunciation of foreign words. It is one of the sore points of the previous editions. As we know, Ravenloft is strongly inspired by the folk traditions of various countries around the world, notably European. So it is not uncommon to come across unknown vocabulary: places like Neufurchtenburg, Port-a-Lucine, Souragne, Sebua, Sri Raji, Har'Akir, Gehenna, creatures like the Bruja, the Rakshasa, the Hebi-no-onna, not to mention terms of pure fantasy, as Nevuchar, Goblyn, Athaekeetha, Ivlis, Mount Nyid, ect ...
For a setting like this, adding a phonetic table on the sidelines of each new word would be a valuable and much-appreciated help.
- Names of people and places. This point is complementary to the previous one. I've always wondered: "If an inhabitant of Rome is called Roman, a resident of London is called Londoner, a resident of Paris called Parisian: what's the name of an inhabitant of Ludendorf? What are the names of the Silbervas, Nevuchar Springs, Curriculo's people? Furthermore, it would welcome a greater likelihood of the names of places and a lesser vocation to melodrama: there are too many "pains" (Sea of Sorrow, Mount Lament, Isle of Agony, Red Lake of Tears ...), too many "shadows"(Shadow Rift, Forest of Shadows, Nocturnal Sea), too many references to the occult (the Sleeping Beast, Door of the House, the Shrine of the Spirits ...).
It's important to remember that in order to be perceived in all its grandeur, the horror must break unexpectedly in everyday life: when it becomes a rule, it loses value, trivializes. In the case of the two seas, in particular, it's important to find a more commercial name, such as: Turbulentum, Levantine, the Hazel-sea, ect...
- A mature setting.This point is essential. It's necessary for the authors of the 4th edition of Ravenloft have in mind that the average age of those who play and buy Ravenloft is appreciably higher than the average one of the other settings, as well as higher is the sensitivity to a sophisticated storyline, to the finenesses of a good atmosphere, to the dignity of philosophical, Manichean, eschatological and religious matters (no perception of the divine, overlap of good and evil, moral difficulty in discerning ...). Presenting to an audience like this a pedestrian product, basic and easy rhetorical, will lead inevitably to disappointment, on our part, and to a whole failure on the editorial.
For now I stop. I'll add new considerations in the days ahead.
Second round:
- Pronunciation of foreign words. It is one of the sore points of the previous editions. As we know, Ravenloft is strongly inspired by the folk traditions of various countries around the world, notably European. So it is not uncommon to come across unknown vocabulary: places like Neufurchtenburg, Port-a-Lucine, Souragne, Sebua, Sri Raji, Har'Akir, Gehenna, creatures like the Bruja, the Rakshasa, the Hebi-no-onna, not to mention terms of pure fantasy, as Nevuchar, Goblyn, Athaekeetha, Ivlis, Mount Nyid, ect ...
For a setting like this, adding a phonetic table on the sidelines of each new word would be a valuable and much-appreciated help.
- Names of people and places. This point is complementary to the previous one. I've always wondered: "If an inhabitant of Rome is called Roman, a resident of London is called Londoner, a resident of Paris called Parisian: what's the name of an inhabitant of Ludendorf? What are the names of the Silbervas, Nevuchar Springs, Curriculo's people? Furthermore, it would welcome a greater likelihood of the names of places and a lesser vocation to melodrama: there are too many "pains" (Sea of Sorrow, Mount Lament, Isle of Agony, Red Lake of Tears ...), too many "shadows"(Shadow Rift, Forest of Shadows, Nocturnal Sea), too many references to the occult (the Sleeping Beast, Door of the House, the Shrine of the Spirits ...).
It's important to remember that in order to be perceived in all its grandeur, the horror must break unexpectedly in everyday life: when it becomes a rule, it loses value, trivializes. In the case of the two seas, in particular, it's important to find a more commercial name, such as: Turbulentum, Levantine, the Hazel-sea, ect...
- A mature setting.This point is essential. It's necessary for the authors of the 4th edition of Ravenloft have in mind that the average age of those who play and buy Ravenloft is appreciably higher than the average one of the other settings, as well as higher is the sensitivity to a sophisticated storyline, to the finenesses of a good atmosphere, to the dignity of philosophical, Manichean, eschatological and religious matters (no perception of the divine, overlap of good and evil, moral difficulty in discerning ...). Presenting to an audience like this a pedestrian product, basic and easy rhetorical, will lead inevitably to disappointment, on our part, and to a whole failure on the editorial.
For now I stop. I'll add new considerations in the days ahead.
Re: What do you expect from 4E?
Be careful what you wish for here. Having seen what constitutes "mature" in some comic and RPG lines, this could end very badly.Zoria wrote: - A mature setting.
- ewancummins
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Re: What do you expect from 4E?
YMMV, but to me the idea that ''the PCs don't suffer' sounds boring in any setting and unforgivable in Ravenloft.alhoon wrote:- I don't expect power checks to be something bad or Powers to not work. Why? 4E is based on the "The PCs don't suffer.
I don't expect anything I'd actually buy to come out of WOTC these days, to be frank. Now, if Paizo were given the setting license...
Delight is to him- a far, far upward, and inward delight- who against the proud gods and commodores of this earth, ever stands forth his own inexorable self.
-from Moby Dick (Hermann Melville)
-from Moby Dick (Hermann Melville)
Re: What do you expect from 4E?
I would like a clearly defined place of where ravenloft "is", the idea of playing as a monster and keeping yourself heroic could be good if done right. For those with doubts I would point to the game Nightlife for an showing of how it can work. I do on the otherhand see the issue with white wolfing the setting. I want some nice fitting artwork for sure. I don't know if I want them to "goth" up the classes any. I mean look at the idea of class weaknesses from 3.5, while flavor would be nice, you don' want to make pcs from there incompatable.
- alhoon
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Re: What do you expect from 4E?
Nah, I don't like at-will powers that turn your sword to a radiant blade, like lightsaber yielding paladins.
"You truly see what a person is made of, when you begin to slice into them" - Semirhage
"I am not mad, no matter what you're implying." - Litalia
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"I am not mad, no matter what you're implying." - Litalia
My DMGuild work!
- Don Fernando
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Re: What do you expect from 4E?
Wow!! already on the verge of another edition....
The only thing that I want out of this new ed. is good old background and overall fluff. This is, in my oppinion, the core of Ravenloft. Keep the timeline of events untouched, add to it and keep us players wondering what's next. Develop special characters and give us more interesting villains and heroes. The rest will be up to us players.
Happy christmas everyone!
The only thing that I want out of this new ed. is good old background and overall fluff. This is, in my oppinion, the core of Ravenloft. Keep the timeline of events untouched, add to it and keep us players wondering what's next. Develop special characters and give us more interesting villains and heroes. The rest will be up to us players.
Happy christmas everyone!
"6 out of 10 Rakshasas eat Whiskas"
Re: What do you expect from 4E?
There would have to be some good setting writing and fluff to make me buy the new 4th ed. Ravenloft products.
I am no longer playing DnD of any edition, so a simple updated to 4E rules would not be enough for me to buy the product.
Also, if they did a 4E update and homogenized the Ravenloft setting to the rest of 4E's setting and cosmology, that would not be of interest to me either.
I am no longer playing DnD of any edition, so a simple updated to 4E rules would not be enough for me to buy the product.
Also, if they did a 4E update and homogenized the Ravenloft setting to the rest of 4E's setting and cosmology, that would not be of interest to me either.
- alhoon
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Re: What do you expect from 4E?
Don Fernando wrote:Wow!! already on the verge of another edition....
The only thing that I want out of this new ed. is good old background and overall fluff. This is, in my oppinion, the core of Ravenloft. Keep the timeline of events untouched, add to it and keep us players wondering what's next. Develop special characters and give us more interesting villains and heroes. The rest will be up to us players.
Happy christmas everyone!
Judging by the products I've seen so far for 4E their new policy is "Keep it fluff-light so the DM can customize it if he/she wants".
"You truly see what a person is made of, when you begin to slice into them" - Semirhage
"I am not mad, no matter what you're implying." - Litalia
My DMGuild work!
"I am not mad, no matter what you're implying." - Litalia
My DMGuild work!
- ewancummins
- Evil Genius

- Posts: 28523
- Joined: Tue Oct 25, 2005 1:35 pm
Re: What do you expect from 4E?
You've hit on the main problem with creating a 4E ' update' that's light on background and heavy on rules- it would be of no use to anyone not playing 4E. Besides, there's a 4E conversion available for free here on FoS- so why would fans pay good money for 'official rules''HuManBing wrote:There would have to be some good setting writing and fluff to make me buy the new 4th ed. Ravenloft products.
I am no longer playing DnD of any edition, so a simple updated to 4E rules would not be enough for me to buy the product.
Also, if they did a 4E update and homogenized the Ravenloft setting to the rest of 4E's setting and cosmology, that would not be of interest to me either.
If they want to sell 4E Ravenloft to a larger market, they need to do more than just a tired rehash of the setting. They ought to make a system-neutral Ravenloft book, like Green Ronin's Pirate's Guide to Freeport. Then, they can put out a 4E Ravenloft Rules Companion. That way, people who don't play 4E (I'd guess that's the majority of Ravenloft fans) will buy at least on of the new books. The new world guide has to be good, though- it needs to have expanded world information, beautiful illustrations, nice maps, etc. Licensing Ravenloft rules companions for other systems would be the next step.
Pathfinder
True20
Delight is to him- a far, far upward, and inward delight- who against the proud gods and commodores of this earth, ever stands forth his own inexorable self.
-from Moby Dick (Hermann Melville)
-from Moby Dick (Hermann Melville)


