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

imagineGod

Legend
Page 190 "Ask Permission" is a great update to play styles, but also means that rules mechanics are no longer canon in play.

I quote:
"Players put considerable thought and investment into their characters. Don't impose rules on characters that might make players not want to play them anymore".

To me the above, while a great acceptance of consent also nerfs those old fashioned spells like Charm Person and Feeble Mind, especially, Feeble Mind, which is curse-type spell that lasts beyond the single encounter for up to 30 days on a failed saving throw.

For a game like Ravenloft that includes curses (Page 192), this updated WoTC advice basically removes all the unwanted horror. Every Player is now in full control of what fantasy horror to voluntarily experience, which is a good thing, but definitely removes the full extent of horror, since horror is experiencing things that scare, shock or thrill. Br default, 5e Ravenloft is horror light done right focused on the thrill.
 

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UngainlyTitan

Legend
Supporter
Just watched the video review of VRGR by DungeonCraft and he says the book doesn't go far enough to escape heroic fantasy and doesn't itself give the tools to really invoke fear in the players.
This is an intrinsic problem with D&D, as DungeonCraft pointed out. Probably less so with 1/2e as characters were more fragile.

D&D characters are, on the whole, heroic and 5e more than any previous edition. This is an issue with the horror genre in D&D.
 

Minigiant

Legend
Supporter
I just finished reading the book my self this evening. After about 6 read through, I too agree with PDM of dungeoncraft. It is almost as if I would have made the vid myself...

But, contrary to PDM, I still do like the book. It just did not went far enough on the horror genre as character in 5ed are on the super heroe side .

Also, Ravenloft has always been the most human centric of all the settings in D&D. So playing a demi, a non human character should have drawbacks that should be felt by the player. Ravenloft is about the darkside of humans, it should have been more prominent.

Of course I realize that this book will be used by younger audiences as well, but putting a warning on the cover and making a much darker book could have been a good choice. Just like they had done with the Book of Vile Darkness.

Still, I do find the book to be quite useful, especially the tables and monsters. It just dis not went far enough in the genre.

I agree. I looked at my friend's copy and liked what I saw. My only gripe is like yours and PDM, it doesn't do far enough.

It plays a bit too safe and relies on the DM to create the horror. I get it's a book tilted more for a younger audience but that's exactly why you need the tools. They are new to D&D.
 

imagineGod

Legend
Also, removing the alignment from the stat blocks, leaves monsters like the Relentless Killer (Page 242) without guidance on its moral outlook The text just says Relentless killers are hateful, revenge obsessed creatures.

Yet, by skipping alignment in the stat block, nothing to say if the above are lawfully good actions. Basically, 5e since Tasha's encourages all rules to be read subjectively.

The good news is that no more rules lawyers arguments. Everything is subjective now, and even that Relentless Killer could basically be a lawful good paladin in training, if your table so chooses.
 



Any mention of Soth (Dragonlance) Domain. At one point in the novels he got his own domain?

If you were a new DM and you were running Curse of Strahd does this book enhance the base adventure in any way other than removing stereotypes. If it does what information do you wish was included in curse
 

imagineGod

Legend
Any mention of Soth (Dragonlance) Domain. At one point in the novels he got his own domain?

If you were a new DM and you were running Curse of Strahd does this book enhance the base adventure in any way other than removing stereotypes. If it does what information do you wish was included in curse
Two obvious enhancements, dhampir lineage and Dark Gifts.
 

Any mention of Soth (Dragonlance) Domain. At one point in the novels he got his own domain?
Kinda...
If you were a new DM and you were running Curse of Strahd does this book enhance the base adventure in any way other than removing stereotypes.
Yes. The fear and stress rules are useful, and dark gifts, and there are places where new monsters could be used (such as carionettes).
 


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