One bard's take on D&D and other things

Month: July 2021

Adding a Touch of Atmosphere to Your Game

“Under raging storm clouds, a lone figure stands silhouetted against the ancient walls of Castle Ravenloft. The vampire Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness.

Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power — and of madness. His once handsome face is contorted by a tragedy darker than the night itself.

Rumbling thunder pounds the castle spires. The wind’s howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his ken, a party of adventurers has just entered his domain. Strahd’s face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they have come — all according to his plan. He, the master of Ravenloft, will attend to them.

Another lightning flash rips through the darkness, its thunder echoing through the castle’s towers. But Strahd is gone. Only the howling of the wind — or perhaps a lone wolf — fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited.” –Curse of Strahd, Chapter 1, “Introduction”

So begins Wizard of the Coast’s Ravenloft adventure. Curse of Strahd and its predecessors are popular adventures for a number of reasons. One of them, I think, is the dark, gothic atmosphere.

By “atmosphere,” I’m referring to what English classes call “mood.” Mood is how creators establish a certain feeling and aesthetic in their stories. As You Like It, Hamlet, and Julius Caesar have different atmospheres, even though Shakespeare wrote all of them. Audiences of shows like One Tree Hill experience feelings different from watching The Office.

And you can use this tool in your campaigns, too! I’m going to go a bit English-major to talk about it, so let’s throw some definitions in here.

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Leaving Holes in Your Character’s Backstory

When we, as players, start rolling up characters, we all approach our character’s personality a bit differently. Sometimes you choose class based on what sort of person your new character seems like. Sometimes details of personality start to form when you choose their background. And, more often than I’d expect, our characters turn out differently than we’d imagined once we actually begin play.

It’s important to explain why your character is an adventurer within their backstory. Adventuring is dangerous, and it’s not an especially secure way to make a living! So why is this character you’re making going down that route?

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