Ravenloft 3rd Edition

Devilman

First Post
Overview
Ah. Finally, Ravenloft has been converted to D&D 3E.

Cover Art
I can’t say that I’m too crazy about the cover. There’s the gem with a vampire (likely to be Strahd). I kind of wish that there had been more art on the cover. I could have done without the white blotches all over the borders of the book. The back cover text could have been more centered. By the way, can they call this thing a ‘Core Rulebook’?

Interior Art
The first piece of interior art I noticed were the maps on the inside covers. For all you hardcore Ravenloft loyalists, the Core domains have not been rearranged. The artwork in this book is great. I think that Talon Dunning does a wonderful job of portraying the look(s) of Ravenloft in the player character drawings.

There are a couple things that I dislike however. The first page shows the now-classic mirror (or picture) frame that was featured on the cover of Domains of Dread. It’s quite fitting and nostalgic. But then it is used for four pages in a row…

The next complaint is with the same piece of art. On each chapter division, they take that piece of art and stick a letter on top of it (written by one of Ravenloft’s famous personalities) but it looks messy and obscures parts of the frame. My advice would be to either remove the background art or reduce the size of the letter to fit within the frame.

Layout
Overall, the book is well layed out. The fonts used are nice and always readable. The only thing I would change would be to make the tables under the Fear, Horror and Madness checks into real tables. By that I mean that they should be overlayed on a separate background and be properly indexed with the rest of the tables.

Content
While going through this book, I thought to myself, “What does this book want to be?” The book seemed to have an identity crisis of sorts.

It looked like a player’s guide – it listed the various races and classes with the appropriate modifications, there were revisited skills and new feats, and it gave nice overviews of the various domains. I would have added prestige classes and more spells.

But then, it looked liked a DM’s guide – I consider the Fear, Horror, and Madness checks to be DM material, there’s the Path of Corruption, and the abridged Van Richten’s Guide section (dubbed Horrors of the Night). I would have added more monsters, some darklord stats, secret society information, and perhaps more information regarding Azalin’s return.

Now don’t get me wrong, it doesn’t have to be one or the other exclusively. It could be both. It fails in that respect though. Just to be clear, I did not find any of the content to be bad. I was just hoping for a little more.

Campaign Specific
It’s a campaign setting book, so if you’re running a Ravenloft d20 game, this is a nice buy. I can’t find myself calling it a must-buy however, largely for the reasons I gave in the previous paragraph.

Adaptability
Fear, Horror, and Madness checks can easily be ported into your own homebrew or published campaign setting. The variations on favorite supernatural baddies make for a fun addition to any game. If you want firearms in your game, go for it!

Licensing Issues
Looks like they’ve removed most references to the other D&D settings (alive and dead). Bane is known as the Lawgiver now. The oriental domains are gone. No more Kalidnay. Lord Soth’s name is nowhere to be found. Who was that Vecna guy again? It remains to be seen if non-Darklord NPCs with otherworldly ties are phased out as well.

Overall
It’s hard for me to justify the purchase of this book if you already own Domains of Dread. You can't help but compare this book to other campaign setting books. If you don't already have the Ravenloft campaign setting (in any edition), then this book is a nice buy.
 

log in or register to remove this ad

Ravenloft Campaign Setting

Arthaus is the newest company under White Wolf's d20 publishing banner, Sword & Sorcery. Ravenloft marks their first d20 System product.

But wait, is not Ravenloft a Wizards of the Coast property? Well, indeed it is. Much like Kenzer & Company did in licensing the D&D moniker for their Kalamar setting and licensing the 1st edition AD&D rules for Hackmaster, Arthaus licensed the Ravenloft property from Wizards of the Coast.

And the book is in good hands, or so it would seem. Some people who do not know the inner workings of Arthaus may fear that under the auspices of White Wolf, Ravenloft might see some changes away from the setting that they know and love. Perhaps many of these fears would be allayed by the fact that most of the people working on Ravenloft are drawn from the Kargatane, the noteworthy producer of Ravenloft fan materials.

A First Look

Ravenloft is a 224-page hardbound book. The cover is a shiny black with the familiar "tome" look that so many d20 publishers are using these days. It bears the familiar old Ravenloft logo and a red oval on the front with a hazy image of a vampire within.

The interior is black and white. The pages are adorned with headers and footers that have a gothic flourish, and the margins have a grayscale parchment pattern. The pages beginning each chapter have a more detailed gothic motif graphic and a page of flavor text in a gothic style font. The interior artwork and cartography is very good. The layout and much of the artwork will seem familiar if you have some of the Sword & Sorcery Studio hardbound books.

The text density is fairly high, though the margins are fairly broad. The book is priced at $29.95, which is more expensive than other Sword & Sorcery hardbacks of this size (probably owing to licensing fees). Overall, this gives the book less content for your money than do these other hardbacks.

A Deeper Look

Notice: In describing the book, I shall not assume that the reader is necessarily familiar with past editions of the Ravenloft setting. Though some comparison will be made to prior editions, this is a stand alone setting that should be suitable for people who never played using the setting.

The Ravenloft campaign setting book for 3e Dungeons & Dragons is sorted into six chapters.

Chapter One: The World of Ravenloft

The chapter kicks off with some notes about the nature of the setting, including how it will be different from the previous incarnations of the setting and a guarded disclaimer that you should not expect this book to emulate White Wolf's brand of horror, as it exists in their own settings.

This section states that the setting will be the same gothic-horror inspired Ravenloft that you are used to, but will be more self-contained than you are used to if you played in the Ravenloft setting before. This should not be all that surprising: in addition to the fact that Wizards of the Coast has been moving to disentangle its settings from one another under 3rd edition, Arthaus only licensed Ravenloft, not all of the other settings that once touched on it. That being the case, you will not find such elements as Lord Soth, Vecna, or the Dark Sun derived realm of Kalidnay.

In my estimation, this is probably for the best. This version of Ravenloft seems less like a fragmented extension of other campaign settings and more like its own setting.

Next, the chapter dives into a short recounting of the evolution of gothic horror tales. This familiarizes the reader with the genre that the Ravenloft setting hopes to emulate and details some defining characteristic of such tales. This includes the gothic castles that give the genre its name, the villainous masters of such structures, and their twisted plights.

The chapter then describes the underlying traits that define Ravenloft, traits which help it to differ from the typical D&D style fantasy. For example:

- In Ravenloft, spells and magical effects are incapable of divining the presence of good and evil in creatures.

- Necromancy is very powerful in Ravenloft.

- Travel in Ravenloft is fraught with peril. It is notoriously easy to get lost, and magic has a difficult time dealing with the nature of domains in Ravenloft.

- Ravenloft is divided into regions called domains. Each domain is home to a powerful, twisted evil being called a darklord. Each domain owns characteristics that reflect the twisted nature of the darklord. Often, the darklord can close the borders of his domain, making escape impossible.

- There is a mysterious force at work behind the scenes of Ravenloft called the Dark Powers. The Dark Powers do not entice the innocent, but act to curse those who succumb to ghastly temptations.

- The Mists of Ravenloft exist throughout the land. They form nearly impenetrable borders between clusters and islands, and can capriciously and randomly whisk off travelers anywhere in Ravenloft to unkown destinations.

The chapter includes a section on history. As with previous versions of Ravenloft, the vampire lord Strahd and his domain of Barovia are the keystones of the setting. Strahd's deeds attract the attention of the Dark Powers and Barovia becomes the original domain of Ravenloft. It is followed by other lands and other creatures who are drawn into the realm.

As already mentioned, references to other Wizards of the Coast properties are removed. In some cases, such as Vecna, all references are stricken. In the case of Lord Soth, his name is removed and he is only referred to as a "mysterious black knight" that once ruled, but his domain is still part of the setting.

The history presented is similar to that presented in the 2nd edition AD&D Domains of Dread book. It is somewhat streamlined from that book, with some of the less significant historical events omitted, and with a few modifications and recent events that advance the time line.

There are two rather significant alterations in the recent events. First, the famous crusader against evil, Rudolf Van Richten, considered to have died in Domains of Dread, is missing in Arthaus' book. Second, the lich king Azalin has returned in recent years.

Finally, the geography of Ravenloft is briefly discussed. The land is highly mutable in Ravenloft, with realms often disappearing and others coming into existence. There are collections of domains called clusters. The largest cluster is called the Core and contains more than thirty domains. Five smaller clusters exist with unifying themes: the desert Amber Wastes, the arctic Frozen Reaches, the Shadowlands, the Verdurous Lands, and the alien infested city of Zheristia. Finally, there are a number of singular domains isolated in the mists called islands of terror.

Owing to their relative isolation, the cultures of Ravenloft vary widely. The first chapter defines a number of cultural levels (CL) with which to classify the various cultures. The lowest is CL 0, which describes a savage area untouched by civilization. At the other extreme is CL 9, which describes a renaissance culture with innovations such as firearms and printing presses.

Chapter One concludes with a brief glossary of terms used in Ravenloft.

Chapter Two: Player Characters

Chapter Two describes adaptations used to fit the Dungeons & Dragons 3e character creation rules to Ravenloft. The first topic addressed is character races.

Each character race has a brief overview. This includes a discussion of their typical nature and traits, their homelands in Ravenloft, recommended feats, and a base outcast rating.

Outcast rating is a new mechanic introduced for Ravenloft, representing the trepidation and xenophobia inherent to the setting. Each race has its own outcast ratings, though some domains have their outcast ratings as well. When dealing with members of other races, a character subtracts the outcast rating from the results of Bluff, Diplomacy, Gather Information, and Perform checks. The outcast rating, however, is added to the result of Intimidate checks.

Most of the standard D&D PC races exist in Ravenloft. There are no orcs in Ravnloft, and thus no half-orcs; half-orc statistics, though, are used for a race called calibans. Calibans are humans that were exposed to the dark magic or unnaturally cursed while in the womb. The result is a misshapen, scorned brute.

A new PC race is introduced for the Ravenloft setting, the half-Vistani. Half-Vistani are the result of a union between a human and one of the Vistani, a race of gypsy-like humanoids with supernatural insight. Half-Vistani have a Wisdom bonus owing to this racial insight, but as half-breeds they lack the Charisma of the Vistani. Half-Vistani receive a bonus to Wilderness Lore checks. They receive other skill bonuses, and their favored class is based on the Vistani tribe from which their blood flows.

All of the standard character classes are used in Ravenloft. Some classes have modifications to their abilities. For the most part, these modifications describe how the abilities interact with attributes and special rules of the setting, though some have further modifications. For example, a paladin's detect evil ability cannot discern an evil alignment, but paladins can detect chaos, detect innocents (see Chapter 3), and detect the true nature of evil outsiders.

One significant change is that familiars and animal companions in Ravenloft use the dread companion template. Dread companions are always evil and are treated as magical beasts.

The chapter includes a number of revisions and special uses of existing skills in Ravenloft and introduces a new skill: Hypnosis. Hypnosis is a class skill for monks, sorcerers, and wizards. Hypnosis operates in a fashion similar to the hypnosis spell, except that the save is based on an opposed skill check, and you may not retry the skill on an unwilling target.

A number of new and interesting feats are introduced in Ravenloft. Most of these feats are appropriate to situations that are common in the setting or involve rules used in the setting. For example:

- Back to the Wall: The character receives a bonus to attack rolls and AC when low on hit points.

- Courage: This feat gives a +4 bonus to fear saves (a new mechanic in Ravenloft.)

- Redhead: Legend in some domains is that those with red hair are marked by the fey. The character can use one 1st-level and two 0-level druid spells per day.

- Reincarnated: Your character has memories of a former life. You choose one skill that is always treated as a class skill, and there is a "soul mate" somewhere that will recognize you and react well toward you (+2 to Charisma based checks).

New deities are described for cleric characters. Along with these new faiths come two new domains. The Mists domain, available to followers of Ezra, includes a number of fog- and mist-related domain spells, and the domain ability to call upon protection from the mists. The Repose domain has a number of domain spells targeted at combating undead, and a domain ability to prevent dead creatures from being reanimated as undead.

There is a brief section describing new equipment for the Ravenloft setting. The major part of this section involves gunpowder weapons, available in realms with a high culture level.

Finally, the chapter concludes with a short list of questions for players to ponder when making their characters. This acts as a guide to fleshing out the personality, goals, and motives of the character.

Chapter Three: The Ways of the World

The third chapter is mostly new rules for use in the Ravenloft setting. These rules are primarily to support the horror nature of the setting. Most of these rules are merely updates of rules that existed in prior versions of the setting.

First is fear, horror, and madness checks. These mechanics attempt to bring forth the jarring effects of horrifying entities and situations upon the fragile psyches of the PCs. Fear checks are exercised when a character is exposed to sudden and/or great danger - or the appearance thereof. Horror checks are called for when the characters witness gut wrenching events of great cruelty or other revolting revelations. Madness checks are called for in instances where the character's mind is touched by an alien entity, is the victim of deliberate attempts to shatter his psyche, or other extreme events that cause his grip on reality to crumble.

All three of these checks are treated as Willpower saves. Different DCs and modifiers apply to each, however, and the effects differ for each. Rules are presented describing what the character's reaction should be, and means of recovering from such effects are presented.

The second major staple of the Ravenloft setting is curses. In a typical D&D game, curses are wrought by some sort of magic. While this is one method from which curses can arise in Ravenloft, there are other means as well. A creature that is wronged can pronounce a curse against a transgressor, a curse that the very nature of Ravenloft brings to pass. Or a creature may invite destruction on itself by succumbing to its own lusts and temptations.

Though examples are provided for the nature of the curse and sample mechanics are given for curses, the section is primarily a DM guideline. Drama is considered the driving factor, and the chapter provides examples on how to handle the curse to achieve a more interesting story.

The next mechanic that is central to the nature of the setting is the Powers Check. Powers Checks are made whenever a character performs an evil or despicable act that draws the attention of the Dark Powers. By succumbing to temptations, a character slowly becomes more and more corrupt, and may soon become a loathsome being of great evil. This is represented mechanically by requiring a percentile roll called a dark powers check whenever the character resorts to an act regarded as evil. If this roll fails, the character takes a step down the path of corruption.

Mechanically, the path of corruption is considered to have seven steps, starting with innocence. At each step, the character gains a dark gift and a curse that marks her as tainted. The nature of these gifts and curses is ultimately up to the DM, but examples are given. Should the character proceed to the final step, she becomes a darklord. The character is granted a domain of her own, which becomes her eternal prison.

There is the possibility that a character can redeem herself and remove steps of corruption, but this is often difficult. It is even possible that a darklord can be redeemed, but according to the book, no darklord ever has.

All PCs have the option to start out as innocents. Innocents are humanoid characters of good alignment who have never prompted a powers check. Innocence has advantages and drawbacks. Innocents receive a divine bonus to all saving throws, but they receive a penalty to Sense Motive and Horror checks and can be turned by evil clerics. Once a character fails to meet any of these requirements (i.e., by prompting a powers check), she forever loses the status (including benefits and drawbacks) of innocence.

The final section is an enumeration of how common magic items and spells of the D&D game act in Ravenloft. For the most part, this is merely an enumeration of how these items interact with the other rules described for Ravenloft. For example, it points out which spells cause powers checks, denotes how spells affecting undead are diminished, and amplifies the inability of certain spells to detect an evil alignment or transverse closed domain boundaries.

Chapter Four: The Dread Realms

Chapter Four describes the various lands that make up Ravenloft. An enumeration of these domains is beyond the scope of this review. Each domain is defined in terms of cultural levels that exist within its boundaries, its landscape, the major settlements, a breakdown of the population of domain, including the race and nature of the inhabitants, the law, trade and diplomacy, and recommendation for the classes, skills, and feats common for characters from the domain.

Chapter Five: Horrors of the Night

One of the defining features of Ravenloft is its focus on the classical creatures of horror such as undead and lycanthropes. Yet this is not a mere assortment of monsters as you would expect in other campaign settings. Most of the creatures described in this chapter can be found in the 3e D&D Monster Manual. New rules are introduced for running these creatures, however. Basically, the chapter is a recasting of the fascinating Van Richten's Guides in D&D 3e rules.

Existing creatures that are expanded upon in this chapter are vampires, ghosts, liches, lycanthropes, constructs, mummies (called "ancient dead" here), fiends, and hags. In addition, the gypsy-like race known as the Vistani are introduced.

Existing creatures have new rules regarding their abilities and limitations. Some creatures are granted greater power based on their age or other factors, and most sections provide salient abilities that can be used to make each specimen that the PCs encounter unique.

A few new templates are introduced to define better the nature of these creatures in Ravenloft. For example, the ancient dead template and hag template are provided for use in creating these creatures instead of the descriptions in the Monster Manual, and the dread golem template is provided to adapt constructs in other products to the setting.

The Vistani are defined much as a PC race, with racial traits, but they are not recommended for use as PCs. Vistani receive a number of supernatural abilities such as their legendary curses and an insight that allows them to navigate the mists better than other races and divine the fates of others through fortune telling.

The Vistani are divided into three tasques, each tasque further divided into tribes. Each tasque has different outlooks, concerns, and powers. Each tribe also has unique strengths.

Chapter Six: The Ravenloft Campaign

The brief final chapter is a how-to for running a game in the Ravenloft setting. This includes techniques for running a gothic horror campaign, such as trapping the PCs in unfamiliar circumstances, masking the true nature of the horror they face, creating a feeling of isolation, and exercising restraint in introducing horror elements. Themes of a gothic story are covered that the DM can integrate into the game, such as the roles of good and evil in such a game, and how reward and punishment are meted out to the heroes and villains of the story.

Some attention is paid to how elements of the game such as combat and magic should differ from the standard campaign. Horrifying entities that one must grapple with exist in abundance in Ravenloft, but the chapter suggests that the method of using pure brawn should be ineffective against most foes in Ravenloft. Instead, heroes should strive to understand their foes and lay bare their history and motivation before the key to their undoing can be found.

Other elements are mentioned, such as the behavior of villains and heroes. In my opinion, most of these elements are not alien in a well run standard fantasy campaign. It does, though, serve as a fairly good reminder of the types of elements that you cannot afford to miss in a horror campaign.

The chapter concludes with a short list of movies and books that can serve as inspiration for the intrepid DM who is considering running a game in the setting.

Index

Normally I make little mention of a book's index, save to mention whether or not it has one. Ravenloft has an index, but it is rather anemic. It is rendered in widely spaced columns and has relatively few entries, and most terms that fall under other headings (like classes and races) are only listed under those headings.

Conclusion

Overall, I was fairly impressed with this version of the setting. It does a good job of leveraging the d20 System to handle its unique setting rules. For example, the fear, horror, and madness checks seem much less tacked on than did the mechanics for the prior editions of D&D, and the template technique and the use of explicit abilities and special qualities makes the creature rules seem much cleaner and less confusing. Basically, this book is the best of the Ravenloft setting books - Domains of Dread and the various Van Richten's Guides - with a few tweaks, recast into 3e D&D rules.

One notable omission from the Ravenloft campaign setting for 3e that was in Domains of Dread is details of the Darklords, which will appear in an upcoming product. I am not so sure that this is a major problem as it may seem to some. First off, Darklords are far from the only threatening villains that the PCs may face in the setting, and a steady diet of them would dilute their special nature. Further, it makes this book more acceptable for use by players, as it keeps the more sensitive secrets of the campaign setting out of their hands.

-Alan D. Kohler
 

Ravenloft 3rd edition seems designed for someone who liked the setting in 2nd edition and wants it updated for 3rd.

I knew very little about Raveloft before getting this product: my knowledge was limited to a couple of adventures in Dungeon. Upon picking it up, my
distinct impression was that it was written for people who had already enjoyed the setting in some form.

The physical design and layout of the book is substandard. The cover is quite strange - it features a vampire in a red ellipse who seems to have
just been tapped on the shoulder. It isn't very frightening at all. I don't understand what the picture is meant to evoke. In addition, the book is
designed, like many d20 products, with a tome setup, but there are strange white flashes on the black tome, and I don't know what they are
supposed to represent. The interior art is mixed, with some good and some bad pictures. A case in point are the race drawings. The artist is
technically competent, but seems to have a fixation on wasp-waisted, large-breasted women, which doesn't seem to fit with the Gothic horror
template at all. The table of contents is laughable, containing only chapter entries, while the index is worse, since it has maybe 100 entries, and
many of the page references are wrong. There is simply no excuse for this level of incompetence. The font size is large, and the margins are also
large, so the density per page is low. In addition, the page numbers on each page are done in tiny print on a graphic and are difficult to read.
Every chapter starts with the same full-page graphic and the name of the chapter, and then has a full-page short fiction piece. The fiction is
tolerable, but wasting a full page for every chapter seems gratuitious. The editing is substandard. It is pretty clear that they ran everything through
a spell-checker, and that was about it. In several cases, headings were not bolded, so it made it hard to understand the organization. The tables
are not set off from the text, so they are harder to find and refer to.

The contents are a mixed bag. There are six chapters. When first looking at the anemic table of contents, it is not clear necessarily what is in
what chapter, another sign of poor design. Chapter One is "The World of Ravenloft" and it introduces the campaign. It begins with a
description of the changes wrought to the setting. The authors have attempted to make it more internally consistent and more Gothic. The next
section is a history of the Gothic tradition. Following that is an overview of Ravenloft's general features, like the mists, the domains, etc. One thing
is important to keep in mind here. The text mentions that domains are reflections of their darklords, but the book doesn't really describe the
darklords in much detail. The next section is a history of Ravenloft that is fairly broad-brushed. TSR/WOTC made a series of major changes to
Ravenloft, and the history reads at some points like a soap opera gone bad - with darklords disappearing, then reappearing, then disappearing
and several final apocalypses happening to Ravenloft in a row. After that is an overview of the domains and a description of technological levels,
but it isn't explained how different domains can make war on each other while having vastly different technological levels. Finally there is a lexicon,
which for some reason is at the end of this chapter, as opposed to at the end of the book, where any sane person not working at White Wolf would
put it.

Chapter Two is "Player Characters". It discussed starting languages and then introduces the races. The only real innovation in this chapter is the
concept of an Outcast Rating, which determines how much trouble non-human races have interacting with other races. The Calibans are a new
race born of humans who were exposed to dark magic in the womb. Of course, game-mechanically, they are just half-orcs. Ho hum. Half-Vistani
are another new race (which is a strange concept in itself, making gypsies non-human, with all the political baggage that entails). They suffer
from madness during the full moon and possess small mystical powers. They also introduce the classes, whose main changes deal with the
pervasive evil of Ravenloft and its effects on things like the paladin's detect evil and the weakening of the cleric's turning ability. One interesting
idea is the introduction of dread companions - animal familiars and special mounts that because of the evil of Ravenloft are always evil but
loyal. The skills section follows, with a treatment of changes to some skills, like Bluff, Craft, etc. One skill is introduced, hypnosis, which allows
a character to mimic the hypnotism spell. Following that is the feats, which are a mixed bag. Some of them are imaginative, like Cold One, or
Lunatic, or Redhead. Others just give a +4 to Fear ot Horror or Madness checks. Following that is a list of religions: many of which are somwhat
quirky. It never fails to amaze me that people think that they can make a very thinly-disguised Hinduism and put it in a gaming product when
they wouldn't dream of doing that with Christianity. Following that is a discussion of equipment, like firearms, bayonets, bombs, etc. One nice
touch is a list of common items that might be used as weapons and their weapon equivalents, nicely title "Death by Pitchfork". The section finishes
off with a series of questions that one should ask when creating one's character. It's refreshing to see this in a D&D product. This chapter
accomplishes its goals rather well.

Chapter Three is "The Ways of the World". This chapter begins with the Fear, Horror, and Madness checks. These are lovingly detailed, though
the use of lots of tables usually not set off from the text very well make it harder to read. In general the mechanics are good and seem to work
well. There is also a long section on Curses and how they differ from standard D&D. This system is quite nice and really evokes the magical
curse in its literary form. After this is the Powers checks, which describe a process by which characters can descend into deparvity and evil
by making convenient choices. Whenever a character commits an evil or unholy act, they may be noticed by the Dark Powers and step farther
on the path towards evil and depravity. The last part of this section discusses the path and its six stages, ending as a Darklord. Unfortunately,
I didn't like the sample paths presented at all - they all seemed to make the character essentially unplayable and frequently seemed more trouble
than they were worth. The whole point of selling your soul is that you should get something for it, but many of the benefits gained were matched
with such disgusting and debilitating weaknesses that they just didn't seem worth it. After this is a long list of altered spells and how they work in
Ravenloft. This spell list is I suppose necessary, but it is deadly boring.

Chapter Four is "The Dread Realms". This chapter describes the domains and paths between them. Each domain is described in terms of its
landscape, its major settlements, its population, law, trade and diplomacy, and characters. This is the part I don't really understand. These
domains are cut off from each other by the mists; that's why they have such divergent cultural and technological setups. On the other hand,
there is thriving trade from domain to domain? It just doesn't make sense. Also, why have so many domains and describe them only in cursory
terms? Finally, the darklord is described only very briefly, so that one has to make up much of the background oneself. It would have been
far preferable to focus on a single domain or set of connected domains and describe those in some detail, so that the DM has something to
work with. As it is, if this is the only book one has, one has to do most of the work oneself for whatever domain the PCs are in, unless one
plays a game where "It's Tuesday, so this must be Barovia" is the norm. This seems like patently poor design for a campaign setting. Finally,
many of the domains are highly stereotypical. Of course there is a stereotypical decadent Egyptian land, a decadent Indian domain, a decadent
French renaissance domain. Many just aren't that creative. Coupled with the brief discussion on each one, this chapter doesn't give you enough
to really work with on creating viable adventures in a given domain.

Chapter Five is "Horrors of the Night" and looks hopeful at first glance. It gives ways to modify monsters and change them to reflect greater power
and versatility. Unfortunately, most of the rules changes are pretty mundane and don't add much to the monsters. Changes to the Vampire
include a lot of spell-like abilities and default monster abilities, which frankly are pretty easy to add yourself if you are willing to spend 15 minutes
with the Monster Manual. No attempt is made to create different types of vampires, just D&D vampires with more cool powers. Ghosts are a little
more interesting, with the idea of different levels of resonance governing their power, and more of their abilites are interesting. Liches are just
boring, with a few more powers based on their intelligence. Yawn. Lycanthropes are always evil and slavering with a few more cool powers.
A new template is introduced for the Dread Golem, which gives it more powers and intelligence, which is a nice change. Mummies get some
cool new powers, as do fiends, but still nothing extraordinary. The only real new thing is hags, which are a new idea of old women who gain
powers and magic that they can cast. Teh idea is nice, and their powers are a little more imaginative. The Vistani are also very new and more
effort was put to make them more interesting, though it is still strange that they are considered inhuman - a problematic idea for even a fantasy
book to indulge in.

Chapter Six discusses a few things that can be done to construct a good Ravenloft campaign. It discusses some techniques on creating the right
mood and the right kind of gothic themes to explore. Of course, little of this is backed up by real rules changes aside from the fear, etc. checks
and the curses. The idea of rare magic for example, is not supported in any way by the rules. It isn't harder to cast spells or create magic items,
though they may come out cursed. It's all very well to talk about what campaigns should be like, but there should be some effort to create a
rules basis for them in a system like D&D. This chaper is overall very heavy on generalities and very light on specifics. Why isn't there a short
sample adventure to give the idea of a Ravenloft adventure, especially since the coverage of the domains is so broad-brush?

Some elements of this campaign setting are interesting, like the Fear, etc. checks, the Curse mechanics, some of the feats, the hags and Vistani,
and a few other elements. Much of the rest of it is very surface and not very interesting. There just isn't enough in this campaign setting to really
run a Ravenloft campaign. You know much of the rules, but there isn't enough on the domains unless you want to do the work yourself. That's
ok, but when I spend $30 on a campaign setting, I expect a little more. Perhaps this book set itself overambitious goals, but after reading through
the book, as a relative newcomer to Ravenloft, I had no desire to run a campaign there.
 

You can find this and other reviews at http://www.angelfire.com/realm2/darkcitadel/roleplay/roleplay.html

Introduction: To begin with, I must say that Ravenloft has always been an interesting subject to me, although I have never had the opprotunity to immerse myself into the Demiplane of Dread. Nevertheless, the Gothic horror setting has always appealed to me in some shape or form, and I have found myself every once and awhile slipping into thoughts concerning Vampire: The Dark Ages campaigns which I would like to run. It came as no surprise when I discovered that White Wolf was licensing Ravenloft from WotC; in fact, it pleased me a great deal, because I knew that all of the changes that White Wolf might make would most likely be for the better.

Cover: Some might not like the cover. It is black. It has a black leathery look it it, as well as the appearance of being bound together by cast-iron bars. The gem in the center has the reflection of a vampire in it. All-in-all, it is very White Wolf, as well as very D&D.

Presentation: Or, perhaps I should say, prestation? Nevertheless, White Wolf knows how to write. They are clear, concise, and you can tell that they love literature. The first chapter gives you a brief history of Gothic literature, its basic format, and the last chapter gives you advice on how to run a game in the style of Gothic literature. (I always said that
White Wolf publishes games for English and Literature majors). The book reads like a very strange mix of a D&D campaign setting book and a White Wolf core book. It has those wonderful vocabulary words that White Wolf fans have come to know and love, the flavor text at the start of every chapter, little quotes at the beginning of each new section, and even
those DM only sections about running a game, its themes, and its messages (especially the idea of flawed heroes and villains). This may be the sort of setting that could ease White Wolf (or just Vampire) fans into the D&D system.

World Detail and Setting Background: The book isn't skimpy on detail, but it isn't incredible with it either. There are so many domains, they don't cover them in incredible levels of detail (not even the Core). They give each domain pretty much the same general treatment as every other one (except for a few island domains in the Nocturnal Sea and the Sea of
Sorrows, which get lumped together for some odd reason). The detail on each domain is sparse, relating more to cultural and political information rather than geographic (the people wear this sort of garment and use that sort of money, but we don't know much about what the capital city is like). The book hints that a future supplement will detail the domains and their rulers much more. The races themselves are well-detailed, the gods are covered quite adequately, and you get a very good idea of what sorts of people live where and what sorts of equipment you can find in what country. It would also be very interesting to see such Gothic races like the Vistani, giogoto, and calibans used outside of Ravenloft in more medieval-style home-grown campaigns (Dark Ages tech, Church dominated, illiteracy and plague rampant, Monty Python's Holy Grail sorta stuff).

Classes: Nothing new. Everything is the same. No new prestige classes. This actually disappointed me somewhat.

Feats: The feats in the book were actually very good. I thought they fit the context of the book very well. In fact. I would suggest them to be used outside of Ravenloft to liven (or darken) things up a bit, but that is up to individual DMs.

Mechanics: Each adaptation or change in the rules structure was a good one. It even made me consider whether to secretly have Power Checks in all of my games every once in a while to see what sort of attention the PCs acquire. Maybe they can get drawn into Ravenloft in a way that I had not even planned. Who knows. The rules for magic spells make a great deal of sense. The added rules and details for many of the monsters in the game are also well-thought-out and fit the setting very, very nicely.

Overall: This book was an excellent buy for a darn good price. $30 isn't that bad considering you get a campaign setting, rules changes, race details, feats, DMing advice, and recommended reading for inspiration. If you are even remotely interested in it, definitely give it a try.
 

Remove ads

Top