After just about a year, my group emerged victorious from the Curse of Strahd campaign. What a magnificient sandbox campaign that will always rate really high in my all-time favorite and most memorable.
It has been years since I ran a bonafide, full on campaign. IIRC it was in Colorado Springs last time I did that. The other were collections of one-shots or short-campaigns. Nothing like this. With a set, constant, quite clear goal.
Quirks
Here are a number of things I injected into the campaign that made impacts.
- "It's not very far down the Old Svalich Road" Every time they got directions, they got this "not very far". And "You can't miss it, it's the first... no second road on the left." Pretty soon they began asking "So if we leave now will we make it before nightfall?"
- Never let the PCs breathe They must always feel like they have to do something. There will be no week-long rest in Barovia, no constant long rests, no time when nothing happens.
- The Weather is your friend. Let's be honest, the weather is always miserable in Barovia. It is cold. It rains. It snows. It sleets. By playing with the weather you can convey Strahd's mood or his approval or disapproval of what the party is doing.
Lessons
Here are a few lessons I learned while running the game
- Too Many NPCs This one I managed to save myself from when party members turned evil and abandoned the others. If the PCs play their cards well, they could a bunch of NPCs with them: their designated ally, Ismark, Esmeralda, the Order of the Feather. Avoid the party getting drowned in this massive mob without robbing them of these hard-earned allies.
- Sunsword too powerful. Removing its shedding of actual sunlight should be good. Alternatively, preventing it from dealing auto-damage or forcing the user to use a bonus action to make it do it would be fine. Once the PCs get it, there is very little that can hurt the PC. Most creatures here have vulnerability or powerlessness when in sunlight.
- Use Strahd smartly, kiting the party whenever possible. Move in, hurt them, bounce out. The lair ability of moving through walls and the legendary ability to move without opportunity attack is a GODSENT! Play the long game, drain the PCs of their spells, and abilities.
- Don't puss out, if people die, let them. If they win, let them. But don't take it easy on them. Let them stumble out of Ravenloft looking like Rocky I-VI: bloody, battered, bruised, and in a lot of pain.
- There is a lot to do. This is a tough one. Do not overwhelm your party with choices, especially at the start. Have them discover about one area/situation at a time then go on an on. Otherwise they may very well suffer from choice paralysis.
- A lot happens, often at the same time. This one is to help prevent the above and force the PCs to prioritize. Every few days, one of the NPC does something that may require the PCs to act. For example, at one point, Ismark left Vallaki for Barovia to check things out. At another, the PCs noticed women being herded into the black carriage.
No comments:
Post a Comment