Curse of Strahd Makes Me Never Want to Play D&d Again
D&D: What to Know Earlier Running Curse of Strahd
Expletive of Strahd brings players to ane of Dungeons & Dragons' oldest and darkest settings, Ravenloft. Here'due south what you need to know earlier running it.
Dungeons & Dragons is known for its high fantasy setting, but one of its oldest settings deviates from that, providing the opportunity for gothic horror adventures. This is Ravenloft, setting for the 5th Edition take chances Curse of Strahd. Set in Ravenloft'southward domain of Barovia, a state loosely inspired by medieval eastern Europe, Curse of Strahd delivers the magic and mystery ever present in D&D, though with a particular focus on horror.
The pre-made adventure features an influx of vampires, werewolves and other Halloween-style monsters. This is mayhap best exemplified by the module's adversary, the vampire Strahd von Zarovich. Strahd is an immortal monster who has taken control of Barovia'due south natural magic, perverting it to adjust his own ends -- and the entrada revolves around attempts to defeat him earlier he grows tired of the party and kills them.
Who Will Enjoy Curse of Strahd?
Curse of Strahd is a gothic horror story. This makes it far less bright and cheery than other Fifth Edition modules, many of which focus on the spirit of take a chance and whimsy present in high fantasy. As such, those looking for an experience reminiscent of Lord of the Rings or Skyrim shouldn't pick Curse of Strahd. This adventure is dark, gritty and understated. Playing a gothic horror module is a lot more like Bluebeard's Castle or Frankenstein; it's a story for those who know there might not always be a happy ending for their characters.
For Dungeon Masters, Curse of Strahd is a wide-open area, total of possibilities and different stories to tell. However, part of running a module is accepting a loss of control. Both the possibilities and the choices are out of the DM's control, resulting in a process alike more to guiding a rider boat downwardly a stream. Neither the destination nor the journeying are controllable, and the role is more than about facilitating those experiences. Yet, the fact that things like maps, NPCs and history are included lifts much of the burden of running a campaign, which is great for those who don't want to rely also heavily on improvisation.
Make the Goals Clear
Curse of Strahd begins with an optional one-shot called Death Business firm, a three-floor dungeon that lets players explore while advancing their characters from first to third level. DMs and players can decide whether or not to start with it, just either way, players will enter Barovia proper at level 3. The module swiftly leads the party to a Vistani encampment, where the players can have their fortunes read by Madame Eva, one of the group's elders. Convincing players to accept the reading isn't hard, and once they do they'll be given five cards, each corresponding to a different objective they can undertake earlier confronting Strahd.
The beginning menu leads to valuable information on Strahd's backstory, while the second and third indicate to powerful magic items. The fourth card leads players to a helpful NPC, and the 5th tells them where in Castle Ravenloft they can expect to fight Strahd. All of these are randomly adamant by the fortune-telling itself, which each fatigued card having several different possibilities depending on which actual card is drawn.
Make it articulate to the players that these are their main objectives, which can serve equally beacons when they're not sure what to do. The cards themselves are cryptic hints to important locations where players can discover useful items and information, and so don't make it to hard to effigy out what they mean. Early hints are useless if players accept trivial to no chance of deciphering what they mean.
Consider Adding More than of Ravenloft
Wizards of the Coast has likewise released Van Richten's Guide to Ravenloft, a campaign guide to the larger Ravenloft setting. It explains that Barovia is merely one in a series of interconnected Domains of Dread, each enshrouded by Ravenloft's mysterious mists. Dungeon Masters looking to flex their artistic muscles can contain the mists as a portal between Domains, each more mysterious and deadly than the last. This makes Barovia smaller and potentially less of import, and then exercise this option with caution.
Adding more of Barovia is a lot of work, since the DM will take to mankind out other Domains merely as Curse of Strahd does with Barovia. Even so, doing then tin can be hugely rewarding, especially if the players appreciate freedom of option and the ability to forge their own path. Van Richten's Guide contains full details on xvi other Domains of Dread, equally well as brief descriptions of many others.
An easy first step for establishing this macabre multiverse is to insert the Carnival into Barovia. Dissimilar other Domains, the Carnival can announced wherever the DM needs it to. Regardless of what path is chosen (whether that'south but usingCurse of Strahd, incorporating other Domains or even creating new worlds), the well-nigh important thing is for the DM and their players to be on the aforementioned page. It's a game subsequently all, and anybody needs to be playing by the same rules -- especially when dealing with the nighttime, potentially sensitive, themes that horror frequently covers.
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Source: https://www.cbr.com/dnd-5e-curse-of-strahd-guide/
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