First Impressions – Guildmasters Guide to Ravnica

A segment of the Dungeons & Dragons' fan base have been clamoring for setting releases and while Guildmasters Guide to Ravnica won't appease those who want a 5th Edition update of an older setting like Greyhawk, Planescape or Spelljammer, it is a fresh setting that Wizards of the Coast clearly hopes will bring the Magic the Gathering crowd to D&D.


So what's my first impression of Guildmasters Guide to Ravnica? Fresh and familiar at the same time. Now don't take that as an insult MtG players. This is a first impression article. A more nuanced review will follow after I have read the entire book. This is based on an overall skim of the book and reading of selected passages.

For any veteran D&D player, Ravnica is new but has enough overlap with classic D&D that it won't be a shock to the system. For example, races include humans, elves, goblins, minotaurs and centaurs along with new-to-D&D races Vedalken and Simic Hybrid. Charts break down which classes work best with the 10 guilds, though you can be guildless.

Ravnica is a fantasy world with the magical technology flavor of Eberron. That's not to say it's derivitive of Eberron. Both settings offer modern conveniences through magic but get there and express them in different ways.

The introduction and first three chapters focus, understandably, on Ravnica as a setting and how to create a character and it gives you a lot of meat with which to work. Chapter 4 is about creating adventures, with some broad adventure ideas at the start of the chapter and then each guild section has more adventure hooks, specific to that group. I like the “Cross Purposes” charts and “Complications” for ways to make a villain affect the players without doing a blanket “you have to stop X” approach. It feels more organic. Having done similar things in my own home games for D&D and other RPGs, it can work really well.

Guild intrigue is, of course, a part of the adventure seeds. With 10 guilds and Ravnica's backstory, including the broken Guildpact and how things function now that it's been restored, intrigue really should be a key story driver in Ravnica adventures.

One odd note for those who might buy Ravnica on D&D Beyond is that you really want to tap the “View Welcome” button on the upper right instead of diving directly into chapter 1 and the rest of the leftside sidebar links. “View Welcome” actually takes you to the book's Introduction, which has a LOT of useful, downright essential, material for anyone new to Ravnica and even MtG players wanted to learn how the popular setting has been adapted to D&D. It covers everything from the history of Ravnica, both in-game and as part of MtG, to its currency and calendar.

Obviously readers of the physical book will naturally go to this essential chapter and all of the D&D Beyond editions of the hardcover books have the “View Welcome” button that separates the introduction from the chapters, but it's an odd layout issue. I handed my tablet to a friend who has played both MtG and D&D for years but never used D&D Beyond, and he was confused by the lack of introduction until I pointed out the “View Welcome” button.

I like the precinct by precinct breakdown in Chapter 3. The people and rumors tables in each section are a nice way of adding flavor, misdirects and possible adventure hooks as your players wander the city of Ravnica.

The art is very good and provides the context for this new (to D&D) world. It as much as anything helps to set a different tone than Forgotten Realms' adventures.

Really, I'm going to pay Guildmasters Guide to Ravnica the highest compliment I can in a first impressions article – that I can't wait to dive in and read the entire book.

This article was contributed by Beth Rimmels (brimmels) as part of EN World's Columnist (ENWC) program. If you enjoy the daily news and articles from EN World, please consider contributing to our Patreon!!
 

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Beth Rimmels

Beth Rimmels

VengerSatanis

High Priest of Kort'thalis Publishing
Yes... why?
Anyway at that time I focused more on 3rd party products with the largest possible amount of open content because at that time I considered OGL being the best thing in the industry.

Check out the OSR! Independent, grassroots content that opens D&D all the way.

VS
 

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robus

Lowcountry Low Roller
Supporter
The art books are fantastic campaign guides.

Except for Kaladesh, that one seemed lacking and with that I stopped picking them up (combined with the fact that I’m not sure when I’ll ever get to kick their tires!)
 


robus

Lowcountry Low Roller
Supporter
Kick their tyres?

It’s a saying, basically try them out, interact with them in some way other than just reading them :)

(Funny note on tires/tyres: I’m English but have lived in the USA for years and I really couldn’t remember that tyres were spelt that way in British English, it looked so weird :) I still say tom-ah-to though...)
 

cbwjm

Seb-wejem
It’s a saying, basically try them out, interact with them in some way other than just reading them :)

(Funny note on tires/tyres: I’m English but have lived in the USA for years and I really couldn’t remember that tyres were spelt that way in British English, it looked so weird :) I still say tom-ah-to though...)
Something else that's weird. I hadn't even realised that I'd spelt it differently. I'm a New Zealander we use the British spelling, so I guess muscle memory kicked in.
 

Kaladesh was my favorite of them all. It would make a terrible D&D world but it had a ton of fun ideas.

one of the items on my bucket list is to run Curse of Strahd in Innistrad, but amp up the Colonial-horror vibe by putting in some guns.
 


Gavin O.

First Post
Honestly, I was really disappointed by the lack of new subclasses. I think the circle of Spores druid is a slam dunk from a thematic perspective and fills a hole that wasn't filled before, though the Order Cleric domain feels less fresh thematically. I was really hoping we'd get at least one subclass for each of the ten guilds, to better represent those guild' specific quirks.
 

kittenhugs

Explorer
Honestly, I was really disappointed by the lack of new subclasses. I think the circle of Spores druid is a slam dunk from a thematic perspective and fills a hole that wasn't filled before, though the Order Cleric domain feels less fresh thematically. I was really hoping we'd get at least one subclass for each of the ten guilds, to better represent those guild' specific quirks.
They had intended way more subclasses, but that group of UAs were pretty widely panned. Brute fighter and the wizard School of Invention both got dropped, the latter in favor of a magic item that made it into GGR proper.
 

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