Last week I picked up the newest guide for Dungeons & Dragons 5th Edition, Van Richten's Guide to Ravenloft (VRGtR). I have spent some time with it and going back over some well-thumbed volumes of Ravenloft's past. Today I hope I can share how this new one compares to what was done in the past and what I might do in the future with it.
Spend any time here and you will know of my love for Ravenloft. I grabbed the original module, I6 Ravenloft when it first came out. I also got the sequel and when it was expanded into a campaign setting for AD&D 2nd Edition, it became my setting of choice, pretty much to the exclusion of all others including my own favorites of Mystara/The Known World and Greyhawk. I was active on the RAVEN-L list that MPGN/TSR and then later WotC ran. I had entries published in all (except for maybe one) of the official Kargatane fan publications. Ravenloft, more so than AD&D 2nd Ed, was my game of choice. When Ravenloft: Masque of the Red Death came out I had found my perfect world, or nearly perfect. I'd go on to write the RPG for Christopher Golden and Amber Benson's "Ghosts of Albion" using all the experience that playing in Gothic Earth gave me. Ravenloft lead me to the World of Darkness, to Cthulhu by Gaslight, to Kult, and eventually to WitchCraft and working for Eden Studios. Horror is what I do.
So naturally, I was VERY excited when I heard a new Ravenloft setting book was coming. Let get into it.
A couple of notes.
VRGtR = Van Richten's Guide to Ravenloft, D&D 5e, published 2021. 256 pages.
DoD = Domains of Dread, AD&D 2nd Ed, published 1997. 264 pages.
Rot = Realms of Terror, AD&D 2nd Ed, published 1990. 144 pages.
Elements of Fear
Ravenloft has always billed itself as a horror RPG and it is, to a degree. It is not however fully Gothic Horror. It is a pastiche of gothic horror tropes, but the one it can't fully embrace is one that makes gothic horror so horrifying. In true gothic horror, the heroes have no power. In fact, they are not even heroes, most often they are "the next victim." The quintessential piece of gothic horror, Bram Stoker's Dracula, still features the deaths and abuse of many prominent characters before their "Dark Lord" is put down. Compare this to say Harry Potter, which uses similar tropes but the difference is still largely one of power; Harry has magic, Harker and the rest only have knowledge. No, Ravenloft is an action-adventure RPG set in a realm of Gothic Horror. It is something that even the authors of Ravenloft's "Domains of Dread" acknowledged in 1997.
"The RAVENLOFT game involves classic horror in which the darkest of evils descend upon a more or less civilized world and prey upon the unsuspecting citizenry therein. However, it is also a game of swords and sorcery, knights and wizards, heroes and monsters. Unlike any other horror or fantasy game, this system meshes these two traditions into one genre that can best be called fantasy horror."
- Domains of Dread, p. 220
Emphasis mine.
While the original Realms of Terror boxed set did try to go with a more gothic horror feel, it did this in the trappings. The adventures for Ravenloft were largely of the Fantasy Horror variety. Note. Some of the smaller adventures, in particular, ones found in The Book of Crypts and the Bleak House were more gothic in their feel. The Bleak House with some minor tweaks can be run as a Southern Gothic Horror to great effectiveness.
The new Ravenloft approaches this from the point of view of embracing Fantasy Horror (knowing who the characters are) and adding in the tropes and mechanics of not just Gothic Horror, but also Cosmic, Folk, and even slasher horror. We will get to these all in a bit.
Fear is part and parcel of the Ravenloft experience. There is a content warning and a player warning in a sidebar on page 7 of VRGtR. Some people are taking umbrage with this. Yet similar advice is given in the original Ravenloft Realm of Terror boxed set on pages 133-135. Here they are interwoven on how to make the game more successful. The effects of the fear mechanic are even discussed on page 140 of Domains of Dread. The difference is now the "consent" of the fear and terror are now front and center and in the hands of the players, not just the DM. Maybe someone doesn't want to be scared but fight vampires. Ok, that is great and likely a fun game (in fact I worked on that one too) but it may or may not be Ravenloft, or at least not like how I would play it. It is not my job to be the fun police for other people's games.
Let's get into the book proper.
|
The Weathermay-Foxgrove Sisters |
Introduction: Welcome to RavenloftThis is what you expect it to be really. We get an overview and background on what the Domains of Dread are. There is a wonderful Dracula-esque like exchange of letters between our iconic hunters with emphasis on Ez d'Avenir as our principle iconic. I like this. While Van Richten's name might be on the cover, this is a "world" that has room for more than one investigator and slayer of the undead. Plus, and let's be 100% honest here, there is a long shadow cast by Buffy and to not acknowledge that is to be very disingenuous. We get an overview of the book's contents (Five total Chapters) and a brief overview of horror in your game. VRGtR embraces the Fantasy Horror of AD&D 2nd ed's Domains of Dread.
There is also an overview of what the domains are. Or more to the point, what they are not. The Domains (now a capital) are not a world, are not safe and the only logic that rules here is the logic of the dark powers that surround you. The Dark Lords who rule their pocket Domains/prisons and the Dark Powers that control it all. Like the previous versions, the Dark Powers are at best ill-defined, as they should be. No character is going to go toe to toe with these powers, nor will they even encounter them. We do however get some rumored names like Osybus, Shami-Amourae, and Tenebrous, these are only names here. To long-time Ravenloft fans and D&D players though these names are tantalizing clues. It does leave out my personal favorite option from the DoD, the Dark Powers are Imaginary. The Dark Lords are prisoners of their own device. I will say though there is one Dark Lord in VRGtR that supports my claim for this edition as well.
The Mists are still the Mists and they do their own thing. Domains are still largely defined as prisons for the Darklords even if they have power within them. Anyone with any knowledge of Strahd knows this is slim comfort to him. Darklords are covered in here briefly with more detail to come later. These three pages cover pretty the exact same information we read in all the previous editions of Ravenloft. Added to this is a bit on the adventurers within this "world." Again, "world" in quotes since the book is careful to tell us this is not a world per se but lands within the Mist that might be within the Plane of Shadow or the Shadowfell. We never came out and said that back in the 90s, but it is what many of us thought. Adventures are meant to be the heroes of this Fantasy Horror. That takes us to the first chapter.
Chapter 1: Character Creation
The character creation chapter covers characters native to the Domains of Dread. So what does that mean? It means that "normal" D&D rules don't have to apply here. Most do, but there is no reason why they have too. Players are told from the start to "Prepared to be Scared" that this is a horror game and the characters should be designed to be scared. Using the Gothic Traditions of literature I ALWAYS had Ravenloft characters that were a bit lower than average. Typically I would make my players roll 2d6+3 for abilities. So while that still gave me an average of "10" the max and min points were shifted. This Ravenloft is not quite as "Evil" as I was then, but the idea here is that characters are still a bit haunted, a bit scarred and scared. Horror Lineages are introduced such as the Dhampir (pretty much what is says on the tin), Hexblood (there is a bit of hag blood in your background), and the Reborn which cover the Revenants and Shades of previous editions. These all come with perks and disadvantages.
|
Ravenloft Cat Ladies are scary |
This is Ravenloft and characters can also have Dark Gifts. These are similar to the Powers checks made in the original Realm of Terror. Only know you can be born cursed. Comparing pages 22-27 of VRGtR to pages 18-20 of Realms of Terror I see they are tying for the same ideas, just slightly different execution. The VRGtR offers more thematic sorts of changes and "gifts" and less in the way of RoT's Touches of Darkness. I am not sure if VRGtR offers any way to "become" a Dark Lord like RoT, but even this was made harder to do in DoD. In truth no character should seek out a way to become a Dark Lord, this represents a failure on the part of the character unless of course it is being used as a plot for the other characters. Then this is DM fiat.
This would not be a D&D 5 book without some subclasses. We get the Bard: College of Spirits where they not only talk about and tell stories of the dead and the dead rise up to share their tales. And the Warlock gets a powerful Undead patron.
There are new character backgrounds in line with Ravenloft's histories and themes. These include new Traits, Ideals, Bonds, and Flaws. The backgrounds are The Haunted One and the Investigator. These can all be used in other places sure, but they do not carry the same weight in Waterdeep as they do in Baroiva.
Another addition is the use of Horror trinkets. A 100 of these are just little curiosities that may or may not play into another part of the adventures. Some might be a Mist Talisman (detailed later) others might just be a weird little thing.
I am going to cover the Domains and Darklords next time in Part 2 and Horrors and Monsters in Part 3. There might be a Part 4, but let's see how this goes.
Spoiler. I have read through the book a couple of times now. I feel that most of the people complaining about it on the Internet have not actually read this book. Certainly, people are handpicking their examples to make their arguments.