Strahdsbuddy wrote: Thu Oct 16, 2025 9:12 pm
IanFordam wrote: Wed Oct 15, 2025 7:24 pm
Personally I find Saidra's Dementlieu too limited.
I agree with this, feels like a one trick pony. How many masquerade balls can you run?
I feel like Saidra's Dementlieu is meant to serve as a starting point for new fans. There aren't many official 5e adventures yet, and not every kid wanting to play Ravenloft is going to obssessively search and adapt 3e ones. I
tried to read about the OG Dementlieu in Mistipedia, I went down that rabbit hole, and I still don't have an inkling on how to start an adventure there.
I mean, they could have tried to explain the OG domain's characters, dynamics and history - but the book already presents another domain focused on manipulative nobles and political intrigue - Borca. I'm aware this might sounds stupid to more experienced fans, but to me as a newbie there isn't a lot of difference.
So.
Instead of desparately trying to explain to dumb teens like me who want to DM in Ravenloft why those two realms are so different and special and both worth playing - which they probably could, but not in the format of 6 pages for each domain+darklord+adventure ideas - they gave us an original, easily-understood concept, which so far offers inspiration for a single arc or mini-campaign (arrive, meet the local 'nobility' and climb up the social ladder, gradually understand it's all fake, investigate, figure out Saidra's backgroud story, reveal her during the Masqurade, fight, win, jump to the mists and off to the next adventure),
but gives us that arc. It writes itself. It's playable for folks who just entered the fandom.
And just to be clear, I'm
not saying this as an offense to Dominic.
It's more like...
Its like roleplaying a Warlock versus roleplaying a Fighter.
A skilled storyteller could undoubtly come up with a dozen interesting background stories for a fighter. Literature is full of examples. But most people playing a fighter aren't skilled yet, they're newbies who were told that's the easiest class to learn. And the only thing they know about their character is that it can fight! what are they supposed to do with that?
A warlock, on the other hand, instantly prompts the player: Who's your patron? What made you reckless or ambitious or desparate enough to sell your soul for magic? Do you have a plan out? How is your patron's nature influencing your aesthetics and behaviour?
It railroads you in a more-or-less specific direction, but that's what you need when you
don't have your own direction yet.
"Not all that is violet is deadly, and not all that is deadly is violet." - "S", Gaz IV, page 13.