Van Richten's Guide to Ravenloft Review Round-Up – What the Critics Say

Now that you've had time to read my review of Van Richten's Guide to Ravenloft, and the book officially arrived in game stores on May 18, it's time to take a look at what other RPG reviewers thought of this guide to horror.

Now that you've had time to read my review of Van Richten's Guide to Ravenloft, and the book officially arrived in game stores on May 18, it's time to take a look at what other RPG reviewers thought of this guide to horror.


VRG9.jpg

Terrifyingly Awesome...​

Games Radar not only ranked VRGtR one of the best D&D books ever, they also praise it for taking a fresh approach to the decades-old RPG. GR notes that the chapter on domains could have become repetitive quickly, but instead it's packed with creativity.

VRGtR transformed the reviewer at The Gamer from someone uninterested in horror into someone planning a horror masquerade adventure. While they praise VRGtR for its player options, they like the information for DMs even more. That ranges from the new mechanics that replace the old madness rules to advice for DMs on how to create compelling villains.

Bell of Lost Souls praises VRGtR for how it makes players think about their character's stories, not just in terms of backgrounds but also through the Gothic lineages, how they came about, and impacted the character. They also like all the tools DMs get plus an abundance of inspiration for games. They actually like the fact that Darklords don't have stats because if they do, players will always find a way to kill them. Overall, they deem VRGtR “indispensable” for DMs and as having great information for everyone, which makes it “a hearty recommendation.”

Polygon was more effusive calling it “the biggest, best D&D book of this generation” and that “it has the potential to supercharge the role-playing hobby like never before.” As you can tell from those two phrases, Polygon gushes over VRGtR praising everything from the new character options to safety tools to its overflowing creativity, and more. They compliment the book for being packed with useful information for players and DMs.

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...And Scary Good​

Tribality broke down VRGtR chapter by chapter listing the content, and then summed up the book as being both an outstanding setting book and horror toolkit. They especially like that the various player options, such as Dark Gifts and lineages mean that death isn't necessarily the end of a character, but rather the start of a new plot.

Gaming Trend also praised VRGtR, especially the parts that discourage stigmatizing marginalized groups to create horror. They also considered the information on how to create your own Domain of Dream and Darklord inspiring. For example, it got them thinking about the role of space in creating horror, and how the mists allow a DM to drop players into a Domain for a one-shot if they don't want to run a full campaign. GT deemed VRGtR “excellent” and then pondered what other genres D&D could tackle next, like comedy adventures.

Strange Assembly loves the fact that VRGtR revives a classic D&D setting, and especially focuses on the Domains of Dread. They like the flavor of the Gothic lineages but not that some abilities are only once a day, preferring always-on abilities. Still, that's a small complaint when SA praises everything else, especially the short adventure, The House of Lament. VRGtR is considered an excellent value and worth checking out if you like scary D&D.

Geeks of Doom doesn't buck the trend of round-up. They really enjoyed the adventure inspiration and DM advice but especially appreciate the player options. agrees They really like the flexibility that's encouraged – and the new version of the loup-garou.

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The Final Grade​

While none of these publications give out a letter grade, the superlatives VRGtR has earned makes it pretty easy to associate ratings to each review. Games Radar, The Gamer, Polygon, and Bell of Lost Souls are so effusive in their praise that they would obviously be A+. Gaming Trend, Tribality, Strange Assembly, and Geeks of Doom also praise VRGtR, though their language isn't quite as strong or they have a very minor critique. That would make their reviews at least an A. Adding in the A+ from my own review, and Van Richten's Guide to Ravenloft grades this product by which all others will likely be judged in the future:

A+

 

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Beth Rimmels

Beth Rimmels

R_J_K75

Legend
No idea, the last FR novel I read was The Cleric Quintet so I'm quite behind as well. But I purchased the FR Boxed Set of the 2nd, I'm just nostalgic of that period. Funny that at that time, I had all the time of the world to read that kind of content but not the money to purchase it. Almost 30 years later, I purchase tons of books but never read them.

I would like to have the time to sink in all those 5ed content but even when I do have free time, I don't. Not too sure why though...
I just find that all the reading and adherence to canon never really meant much to players if they didnt keep up on setting lore so I just started making up my own storylines. I found that from 1E through 3E in parts you could read up on a certain area between the 3 editions and find whole sections reprinted verbatim. Thats when I stopped caring. Then when they did change things it was so radical I didnt really want to implement any of it into my game.
 

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God

Adventurer
I found the book bland and, with a few exceptions, uninspiring.

It's hard to put a finger on what was especially underwhelming. The cultural updates are a mixed bag: many of them much-needed and overdue, while others seem to serve no useful purpose. Viktra and Vladeska are the two gender-swaps that stand out as particularly lazy, down to the no-effort name changes. Others offer something fresh -- even if the loss is bittersweet. I have a soft spot for Urk von Karhov's Vallachan, due to past experience playing through the Felkovic's Cat adventures from Dungeon mag. Chakuna's domain is a great, alternate take on The Most Dangerous Game ... but could as well have been its own thing, rather than forcing it into the vaguely-recognizable corpse of the original.

Other gripes are common to most 5E products. The pages and pages of Bonds and Ideals, etc., strike me as a shallow substitute for real description and plot hooks usable at the table. The art (with a handful of exceptions, including several of the darklords and Eleni's albino worm) uniformly is too colorful and generic high fantasy, and the graphic design is the same boring 5E template -- a missed opportunity to set a foreboding tone, as Stephen Fabian's black-and-white artwork did in the early 2E products.

Which was all quite a disappointment because I had been excited for this release. Luckily, I have all my Golden Age campaign settings on the shelf (the real, actual Golden Age, ie. the 90s, for all the confused grognards and noobs ;) ) and can play the game that I like, as others are free to do. And if VRGtR gets the youngsters playing something, anything but FR, it will have served a useful purpose.
 

Von Ether

Legend
Man, I've been desperately wanting to play Call of Cthulhu - Delta Green since I first got the book in '98 but no one else would ever run it, so instead I've had to run it since then... and they all like my games so much that now none of them ever will run their own game because they all want to keep playing mine.

And I still can't decide if that's a good thing or a bad thing. :)
Ah, a close friend who recently passed away had an answer for that. "That means you a good GM. A really great GM, though, would inspire his players to become GMs themselves."

I just started running again after a 2 year break where I was playing in all of their games.
 


Kurotowa

Legend
Overall I like the book. One thing that really jumped out at me as very off-putting was the Subvert Cliches section on pg. 189.

It makes total sense to me. If someone said, "I don't care if you say your appreciation for blackface minstrel shows is purely artistic and historical, it's still not cool to be including them in a game" would you accuse that person of hating on badwrongfun? Or would they have a very valid point about what is or is not appropriate to still be actively using in 2021?

Because some of the traditional horror tropes are almost as old and just as nasty. Stuff that gets into pretty mean spirited mockery of certain ethnicities, or the mentally or physically handicapped. That stuff doesn't get a pass just because it's old, same with how you can't do classic mystery stories with the 1920's era Chinese servant caricatures intact, even if it's a period piece.

You can't use the "Just because it's not your fun doesn't mean it's badwrongfun" defense for stuff that's actively malicious towards people who might be players at the table. That's all that passage is saying.
 


Tonguez

A suffusion of yellow
They're calling out racism and sexism. To say that's them accusing gamers of "badwrongfun" is a very peculiar hill to die on.
And ableism

The old Caliban description refered to them being human but being cursed from the womb and of monstrous appearance due to hunchbacks or deformed, crippled limbs and dull senses.

The likes of Igor, Qusaimodo and Sloth might be beloved characters but the disability tropes are definitely bad
 


Levistus's_Leviathan

5e Freelancer
Does it still hurt people if it's at your own table, and no one there is offended by it?
You can unintentionally and unknowingly harm yourself. You can harm your ability to be objective about those topics if you're having fun because of the offensive content you're using (not in spite of, that's a different matter, but because of it). Consuming and participating in offensive content can desensitize you to it, which can (and does) end up harming people. If your fun is based off of someone else's harm, that is objectively badwrongfun, even if you didn't intend it, and even if you didn't know you were doing it. See my linked thread for more specific examples (most specifically the racial stereotypes and derogatory terms examples, and the sexism example).

It applies to D&D, it applies to blackface, and it applies to other examples.

Also, something doesn't have to offend someone in order to be offensive. A group of racist white people won't be offended by the use of the n-word or blackface, but that doesn't mean that the use of it isn't offensive and isn't harmful. It's the perpetuation of it that is harmful, not the presence of someone who is being offended by it.
 

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