To start out a weekend of D&D, my buddy Tom Christy touted Home of Lament, the extent 1-3 journey from Van Richten’s Guide to Ravenloft. He had already run it twice and rated it as excellent. DMs form the expertise of an journey, so simply enjoying Home of Lament tells me nothing about working it, however I cherished enjoying it. It succeeded at two issues that D&D makes troublesome.
In D&D video games, gamers sit at well-lit tables amongst pals. Most frequently, gamers turn into fearless heroes able to successful towards virtually any risk they face. Lengthy-time gamers see all of the monsters revealed within the sport books, eliminating any worry of the unknown. All this makes making a fearsome and even unsettling journey almost unimaginable. However Home of Lament succeeds on each counts.
As a lot as journey designers get pleasure from inventing a backstory for his or her adventures, typically making the occasion’s arrival the final chapter of a protracted story, 80% of the time, none of that story reaches the gamers. And for a lot of the remainder of the 20%, the gamers don’t care. Simply inform me what to kill. Home of Lament succeeded at creating an enchanting historical past and motivating gamers to uncover it. Plus, the journey mixes in selection by providing a selection of potential villains and allies.