• he/him

I've not gotten any good at writing descriptions since I first made my tumblr and by god I'm not about to start now.


www.in-mutual-weirdness.tumblr.com

yrgirlkv
@yrgirlkv

curse of strahd sucks so bad but i could fix it. i could make it good


yrgirlkv
@yrgirlkv

is that it's an isekai story without permanence. on the rare occasion that isekais are effective they function because the outworlder protagonist(s) can't—or won't—leave. they are going to live the rest of their life in the new world, and the bonds they make there are as lifelong as any other. that's their life, not just a weird three-month adventure; the consequences of what they might do are permanent, at least in theory. (practically the permanent negative consequences are sabotaged by the godlike-powers aspect of many of these shows, but even in those cases the positive ones remain)

curse of strahd, on the other hand, has the characters start the adventure by entering strahd's tiny little pocket-transylvania and end it by leaving the place. their memories are the only lasting consequences of the whole affair, which would be fine for like a One Fucked Up Night-type story (cf. one night strahd) but leaves a campaign that can take 50 hours feeling entirely too hollow. plus it's just narratively incoherent that this chick strahd's hunting is going to get bailed out by four random strangers who have no connection to this place or anything happening here. on top of that the party is also dramatically cut off from their pasts, meaning nothing from those times can ever crop up to haunt them physically, it's all emotional and memory-based. you can get away with this for one character, maybe two, but you start to lose drama after that point. backstories should matter!

so: how do we fix this?


the answer, of course, is to reverse the isekai. you don't go to the other world, it comes to you; instead of getting sucked into strahd's knockoff eastern europe, that place writes itself on top of an existing town that the protagonists already live in (or at least are visiting and/or semi-familiar with.) whatever NPCs are most relevant either fall into the existing world or merge with existing people or both. it opens up so many options:

  • you can play it totally straight. it writes itself onto baldur's gate or neverwinter or Generic Fantasy City, strahd kills the ruling lord or duke, wolves start haunting the streets, etc.
  • you can enter an entirely different genre. it writes itself onto an industrial city, or a modern one, or a cyberpunk city. this option adds flexibility about whether magic even existed before this shit happened, which can help amp the horror by nature of forcing the story onto even more deeply-unprepared protagonists
  • hell, you can even fuck with the tone. have it write itself onto like a classic-americana high school town. i can't believe the principal got hypnotized by a vampire!

it just solves so many problems. your characters can only barely have meaningful backstory in the adventure as written because none of that stuff can ever come up. but your ranger's difficult relationship with their mom over religious differences is way more interesting if their mom gets fused with a fallen angel and suddenly begins to overflow with the magic of the heavens. wotsy won't pay me to do this and i'll be stunned if they come up with it themselves but there's a free idea for the scant few followers i have who might ever play a game of actual dnd


You must log in to comment.

in reply to @yrgirlkv's post:

i actually do have some old notes for a dungeon world adaptation of some of it, with additional influences from twilight princess and the netflix castlevania shows. it fell by the wayside for a number of reasons but there was some good stuff in there

in reply to @yrgirlkv's post:

My issue with Strahd has always been that it plays out like a Scooby Doo episode. Strahd has his motives, his allies, his assets, and the party needs to gather allies and oppose him because ... he's being kind of a dick? You can weave in additional stakes, have player hooks for various NPCs, and try to cohere it all more naturally but at the end of the day Curse of Strahd is a story. That story doesn't hold up well if the party doesn't play their role but is paradoxically also opposed to the party getting too invested. Like you aptly put, it's a disposable isekai where the stakes are nicely self-contained and easily set aside.

I don't really see a way to salvage it without turning it into a more flexible "the BBEG is a vampire" and throwing away a lot of the meat just because so much of the texture and history of the module is wrapped up in the cadence of events and the character relationships. It's like asking your party to solve the murder of Hamlet's father; playing with the pastiche of known tropes and foreknowledge is all you can do to keep it interesting because otherwise you're just doing the damn thing.