Of course, you may be looking for the dm's page....
I've been asked more than one time
to give people advice on how to survive in Ravenloft, since I run a difficult,
but not killer Ravenloft campaign. Part of it is my habit for trying
to keep one step ahead of everything, and I can't teach you to think quickly
under pressure, but I do have advice otherwise.
How about a little background
on my role-playing experience? OK. I started playing AD&D
in 1978, before there were even any modules out. I owned the basic set
that was printed with a blue cover that had an archer about to be eaten by
a dragon, since that dumbass arrow wouldn't stop a multi-tonned, scaled monster
who would be pissed off by being poked with a stick. I was a player
until 1983, until I became co-DM of a group. Around 1986 I started
primarily DM'ing, and then, while stationed overseas, I DM'd AD&D for
German's and US servicemen alike, played Shadowrun 1st Ed., and Rifts, then
began DMing Rifts in 1991. As for Shadowrun, I'm a good player, but
when it comes to DMing it, I suck. I mean, let's be honest, I really
do. The only thing I did well at was the 'Living Dead' campaign for
Shadowrun.
I've done the Monty-Haul thing,
the Villians & Victims thing, the Killer DM from Hell bit, and now have
settled down into playing Rifts and Ravenloft now and then, Shadowrun whenever
I get the chance, and DM'ing Ravenloft and Rifts.
My best PC is still alive, although
I did make him undead and beefed him up slightly for Ravenloft, a Paladin
by the name of Tyrin Ironfist, renamed Ralts for Ravenloft. I wrote
him up in 1981, and he still lives now, of course, he's seen 20th level so
many times, it's rediculous, once being drained all the way to a 1st level
Paladin.
Anyway, here is some of my advice.
#1: Coordinate your party efforts. In everything from character creation
to combat, to shopping. A coordinated party presents a united front
that has many talents, harder to take down, harder to rip apart.
#2: Never go anywhere by yourself. A single PC has a word for it....Victim.
By yourself, you can not draw upon the strengths of another PC. Even
two of you is still pretty risky, so your best bet is to go everywhere by
threes. Don't go to the bathroom in two or threes though, if you do
not seperate every once in awhile, the DM will seperate you, usually at a
bloody cost.
#3: Be careful when buying gear. It may sound stupid, but a 6' long
cold iron bar is not only good for checking the path and the corridor, but
can whip some serious ass. Always pack extra boots and foot wrappings,
glass and steel vials, a velvet lined box to put potions in. Just holding
on to any monetary loot will not do you any good.
#4: Think on your feet, don't get into a mental rut. If you get into
a mental rut, the bad guys can use it against you. If you make camp
roughly 2 hours before sunset, the enemies will just figure out where you
can get do, watch the camp sites, and ambush you while you set up, slaughtering
you before you really know what is going on. If you think that each
time you face monster X, technique Q will kill it, when you run into monster
X-a then technique Q will get Ass B handed to PC A.
#5: If you are getting hammered on, don't be a fool, run for it!
Who the hell wants to replay Custer's Last Stand or the Alamo. Unless
you're keeping a host of zombies from eating a village of Dutch orphans cared
for by French nuns, RUN FOR IT!
#6: Be nice and courteous to everyone!!! Villagers talk,
and news gets around, and there are some very skilled bounty hunters out
there. Courteousy can be just as legendary as fighting prowess.
Lancelot is known for his chivalry and towering nobility in addition to his
formidable battle skills.
#7: Keep careful notes, sometimes things you may have forgotten about
will come back to bite you in the ass. More than once, my players have
had the shit kicked out of them by something out of the past, a little remembered
detail that came back to haunt them. In my campaign, domains do not
just crumble, but default and shift to the next most evil creature.
When the Zombie Master was killed at the end of Night of the Walking Dead,
the PC's did not properly dispose of the Zombie Master's body, and the next
day, the PC's saw that a strange, leperous looking plant had grown over the
spot where the body had been. The PC's blew it off, and less than a
year later, a Yellow Musk Creeper had taken over most of the village and
the majority of the Graveyard, a sentient creeper with Hungry Dead Zombies
to boot. Ouch.
#8: It's never over until the books are packed up. Never think
the battle is over, all of the bad guys are dead, or you are completely safe.
Too many times I've ambushed the PC's when they thought the adventure was
over and they were relaxing in the inn. (See the PC Follies page about
the mummy in the Inn) Your PC can let his guard his down, but do not
let your guard down.
#9: Never try to whup the ass off of a darklord. He is infinately
more powerfull, longer lived, and has better resources than you. The
land itself strengthens his hand, while sucking away at yours. Just
try to be respectfull to the Darklords, even while working against them,
and maybe they will be lenient on you.
#10: If something seems too good to be true, it is. That powerful
magic blade will be cursed, the armor will be missing places, and the powerful
spell book will be missing a few critical pages, or require blood sacrifices
to complete the spells, and in general, but be more of a nuisance than a
help.
#11: Never assume you know everything. I've been blindsided as a DM
and a player both. A good example is in Shadowrun. My Street
Sam/Merc was booking through the park, chasing a couple of the New Goblin
Posse, and ran by some old woman on a park bench. The old woman whipped
out a Predator II, and damn near blew his head off, then backflipped off
the bench and ran off. Turned out she was the hitman known as Granny
Death. One of the most powerful magic items in my campaign on Dark
Sword Bay is a brass ring known as The Ring of Eternity that regenerates
5 h.p. per round, and will regenerate from anything, death spell or disintigration,
but you cannot get better saves, only your THAC0 and skills increase, while
Hit Points, saves, age, and status remains the same.
#12: Just because you killed the bad guy doesn't mean he's gone, and
sometimes all you've managed to do is make things worse. The party
killed Javelle, and she came back as a Class V specter. The party hunted
down her body, ressurrected her, and ran like hell. She was easier
to deal with as a mortal.
#14: (Yes, yes, I know) Cache equipment. Not too much stuff,
we're just talking some gold, non-magical equipment (enough to reoutfit your
group) and possibly a journal or two, with maybe copies of available spellbooks.
This can save your ass if worse comes to worse and you lost all of your equipment.
#15: Try to be proactive instead of reactive. If you know that
your foe is going to murder the withered old widow down the street, don't
sit in her room and wait for her, sleeping during the day, the foe(s) will
adapt to that. Stake out the old woman's house, perhaps casting mystical
protections on her, search out anything suspicious, and look to approaches
and avenues of escape from the widows house. This way you are taking
action, not reacting.
#16: Make a decision on what type of party you want to have and how they
will be seen. There are several types of parties: Investigators, monster
bashers, monster hunters, questers, and a combination of the former.
Each group has different strengths and weaknesses. There is also differences
in the way a party travels. Some groups dress flashy and let everyone
know that they are around, while others take pains to move between towns
and cities with little trace, not making a scene in a town unless there is
a need for their services. Depending on your campaign type, you need
to decide how to move. As you might be able to tell from my notes,
many of my players like to dress inconspicously and move around carefully.
#17: Prepare for any kind of weather. Parties have frozen to
death because they got rid of their cold weather gear in Har-Akir and then
froze to death in Lamordia. This is escpecially important when exploring
the Isles of Terror. Preparing for the weather will not eliminate it's
threat, but it sure does increase chances for survival.
#18: Last but not least, those Bracers of AC: 4 that the mage and the
theif don't want, have your fighter wear. I know, they will not work
inside your armor, but it will work if you're ambushed while bathing or sleeping.
Anything helps in those situations....
That's about it. There's a ton more, but I kind of encourage other to use their brains for something besides stuffing to keep their ears from colliding.