Your Favorite Non-D&D System for Ravenloft

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doctornecrotic
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Your Favorite Non-D&D System for Ravenloft

Post by doctornecrotic »

D&D is loads of fun, but plenty of other games can handle the fantasy gothic of Ravenloft too! What games have you used to run the setting? Likewise, which ones did you like the most?
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Re: Your Favorite Non-D&D System for Ravenloft

Post by alhoon »

I have done some minor experimentation, but nothing worked as well as D&D with the Ravenloft rules for me, to be honest. 3.5 D&D I mean. I love 5e, and it works but not as well as 3.5e did. But back to your questions and other systems: When a world is built for D&D, it kinda feels different in other systems. There are systems that can deal with gothic horror as you said. But not Ravenloft as we know it, when it comes to the "how it should feel" from mechanics to reality. Vampire in Ravenloft means certain things, including immunity / heavy resistance to normal weapons (or weapons not enchanted enough), a ton of hp (with 65 hp = 10 sword blows) etc.
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Re: Your Favorite Non-D&D System for Ravenloft

Post by doctornecrotic »

Given how White Wolf made Ravenloft content, I thought it was appropriate to run the setting with World of Darkness rules. A few things require fiddling around, especially on the Mage side of things. A mix of Dark Ages and Victorian rules proved quite helpful overall.
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Re: Your Favorite Non-D&D System for Ravenloft

Post by IanFordam »

The only non-D&D game systems that I've ever used extensively were Champions, Star Frontiers, and various editions of Gamma World...

... none of which seem particularly appropriate for Ravenloft.
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Re: Your Favorite Non-D&D System for Ravenloft

Post by Rock of the Fraternity »

I've wanted to try with Advanced Fighting Fantasy for a while, now.
I think it would actually suit the setting pretty well.
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Re: Your Favorite Non-D&D System for Ravenloft

Post by alhoon »

doctornecrotic wrote: Tue Oct 15, 2024 8:05 pm Given how White Wolf made Ravenloft content, I thought it was appropriate to run the setting with World of Darkness rules. A few things require fiddling around, especially on the Mage side of things. A mix of Dark Ages and Victorian rules proved quite helpful overall.
World of Darkness is not working well for Ravenloft though. Nevermind that mages have practically unlimited versatility - you simply don't use mage but second sight or an ad-hoc system where they have spells. That can be solved.
However, Vampires are much more developed and nuissanced, they are made to hide in the darkness instead of being monsters that are practically immune to usual attacks, four people with sticks can take down a veteran warrior in plate armor etc.
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Re: Your Favorite Non-D&D System for Ravenloft

Post by doctornecrotic »

I've seen proposals to reign in the mage mechanics to fit more into the Mists. Is it a bit clunky? Yes. But, it fit for my prior purposes. They twist vulgarity as magic that doesn't involve temptation or embrace... among other odd ideas. But hey, it worked at the time. It probably would be easier to just use Thaumaturgy, Gifts, and other mechanics though. But, oh well.
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Re: Your Favorite Non-D&D System for Ravenloft

Post by Drinnik Shoehorn »

Has anyone tried Burning Wheel for Ravenloft?

My friend was explaining the system recently and it sounded like something that could work for Ravenloft.
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Re: Your Favorite Non-D&D System for Ravenloft

Post by Lord_Pruitt »

While I have yet to use it for Ravenloft, I prefer the Savage Worlds system for my TTRPGs. Might want to consider that if you are weighting options.
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Re: Your Favorite Non-D&D System for Ravenloft

Post by Seven »

I used "the Mortal ruleset" (Aka, the base mechanics) of the 3rd Edition of Exalted to run Ravenloft campaigns for quite a few years.

Under the glitz and glamor of the Exalted, the actual mechanical ruleset is quite grim-and-gritty: combat hurts, since the game uses a Wound Track (with penalties for being wounded!) instead of an all-or-nothing HP system, which in turn makes combat something you seek as a last resort instead of the first option. Social "Combat" is fun. The ability of players to introduce Facts about the setting via Lore skills gets them involved in play in ways I never saw in D&D. from investigations to geography to more . Magic is in-depth and......weird in ways that D&D Vancian magic never matched, more akin to writing code rather than running programs.
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