What is the general opinion of this new book? What are the likes and dislikes? General thoughts? Rate it 1 through 10, in terms of how worth it, and content. Let me know your thoughts
I'm definitely going to get a physical version of the book when I have the money to do so, so I'm going to be biased, but due to what I've seen so far, I'm going to rate it 8/10.
It's overall a well written book. It has great art, cool new concepts (Cyre 1313, for example), nice player options, awesome and horrifying monsters, and is overall a great 5e campaign setting book. I like it much more than Mythic Odysseys of Theros, and I love Greek Mythology and had practically no interest in Gothic Horror before this book was announced. I had bought Curse of Strahd because I have an unhealthy urge to buy every official 5e book that is published, and never felt that drawn to it. Strahd always felt to me like Dracula is everything but name, stuck in an old part, misty part of the Shadowfell.
However, this book changed my mind about that. It's certainly not for everyone, but I do think that there are parts of it that anyone can enjoy. If you like Eberron, there's Cyre 1313. If you like aberrations, there's Bluetspur. If you like Innistrad, Ravenloft is the perfect way to plop it into a D&D campaign, having it be its own Domain of Dread. If you like Dr. Frankenstein's Monster and other artificer-adjacent creations, there's the Reborn, Lamordia, and Mordent. If you like Unseelie Fey, there are the Hexblood and Tepest's Hag Darklord. If you like Twilight (*cuebarfingnoises*), there's the Dhampir (which I like, even though I despise Twilight). If you like campaigns in the desert, there's Hazlan. If you like East-Asian settings, there's I'Cath.
It really is a diverse book for a diverse setting, which is both a good thing and a bad thing. This makes it so the book doesn't focus on any specific Domain of Dread for long, so you're going to have to either research more about them from sources from previous editions, or you'll have to make up your own stuff. The good thing about this is that it gives DMs the tools to make up their own stuff using the tables it provides to inspire you, and that it allows the setting to cover a ton of different environments and stories.
The book isn't perfect, but no one was expecting it to be and it is quite good as it is, IMO. It's not for everyone, but there are parts of it that probably will be for you (whether that be the individual monsters, player options, or domains of dread). It's a solid D&D 5e book, and a solid setting book, which 5e is pretty lacking in. If this is any sign of what future setting books for previous official settings coming to 5e will look like, I'm definitely going to buy those books as fast as I can get my hands on them. This is a high quality book and definitely going to be worth the money for most people that buy it. YMMV, though.
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Please check out my homebrew, I would appreciate feedback:
Theres a ton of useful information about running different types of horror, the majority of the major domains come with oodles of information and maps (the only thing lacking is stat blocks for the dark lords, but most do come with suggestions for base monster or NPC stat blocks to start with, so it works since you can fine tune it to your group's tier of play). The new subclasses are great and the bestiary is PHENOMENAL. Not to mention theres a whole new "sidekick" mechanic in the Survivor PC/NPC character options. The dark gift options are flavorful and numerous and extend far beyond what was presented in Curse of Strahd. I also like hearing about all the other detectives, monster hunters, etc that aid Van Richten in his quests. Theres also a solid amount of lore provided for the Dark Powers, Mists, and inter-domain groups to help flesh out Ravenloft as an entire setting, as opposed to just a collection of domains with no connection whatsoever.
I am a bit biased because CoS was the first WotC module I ran as a DM and I am currently running a third party Dark Fantasy setting (Grim Hollow), but I think there is alot to love here. Beyond the exclusion of dedicated stat blocks for the darklords, my one other disappointment is that the included adventure is only for levels 1-3. I havent had the chance to read through the adventure in depth, but it feels like there is alot of overlap with Death House and I was hoping it would provide something that could be used for a higher tier adventure or one shot.
So far, I would say 9/10
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I'm finding it really useful and generally very cool overall. You can really tell the people writting it thought long and hard about how horror and monsters can be used in interesting ways and lay out ways to embrace some werid and wonderful role play.
For players he new subclasses look like a lot of fun and the new linage's automatically get you thinking about backstory. For DM's there's a lot of great stuff when it comes to offering players dark bargins and creating role play by havng lots of the domains and dark lords presented as characters rather than monsters.
One of my favourite things about the book though is that is makes a point to avoid horror troopes whilst embracing nightmare logic and seems to actively be pushing an DM reading it to get inventive whilst respecting player boundries.
I'd say it's a must have for anyone wanting to inject some horror into their games 9/10
Great information for getting started in dread domains and has great motivations/RP elements for the Dread Lords. I do wish they had a few more maps but that's a minor gripe.
Player Options: C+
The subclasses are ok....I think immunity to damage should not be a player option IMO but its better on a subclass than a racial feature (looking at you UA Dragonborn...)
Undead warlock is pretty powerful with the extra damage and shifting to necrotic. Makes it a pretty viable subclass for Pact of Blade. Overall its pretty decent minus the immunity thing.
The Bard subclass relying so heavily on randomness for its main mechanism will appeal to some but as a DM I honestly hate random elements like this. The learned spell is kind of cool as you can swap it out but the limitations make it much less applicable. Overall its a "meh" subclass to me.
The backgrounds are basically re-hashes of other backgrounds and do not really have much to offer from the PHB options. This continues the trend of reprinting things that I do not like.
Dark Gifts are pretty good but some are definitely better trades than others. Overall pretty good.
Not enough player options IMO...lack of spells hurts. Feels light in this area overall.
Bestiary: A+
LOVE the creatures in this book. Well thought out and very interesting. Just wish there was more of them!
Overall: B+
Good effort put in the DM section and Bestiary make up for the lack of player options.
As a lover of 90s Ravenloft, the book is a bit of an adjustment. Once I check my bias I see the book as a very strong tool for driving horror narratives.
I would like a bit more location development akin to the various Barovian locations in Curse of Strahd, but I suppose I can use CoS as a template for fleshing things out.
Because of my pre-conceptions, I would have liked an explicit statement: Ravenloft is not a unified geography of physically connected borders. It is an abstract collection of geographies floating through the mist where each geography is designed to support a collection of horror tropes.
I half-expected a bit of crossover between Ravenloft and the MTG world of Innistrad because there is so much conceptual overlap. But it's inclusion or exclusion doesn't affect my opinion.
I really like the new races, and I very much like the three-dimensional characterization of the lords. The explicit advice: "If slasher horror, do X, Y, and Z" is out of a college lit class examining horror, and very valuable.
I need more time before I can make a judgment on a 1-10 scale. Ravenloft is my all-time favorite roleplaying setting. so WotC could have sold me a trashy horror novel written by a 6-year-old and I would buy it. If I had to make a call, I'd say 7/10 where all 3 points are knocked off for lack of location resources (mentioned above).
In the meantime, I already know where my next campaign will be set...
The Dhamphir is huge minus to me. I really hate it when a hybrid has better abilities than the parents. You get a free bite and move faster than any other race/lineage. I have suggested in my review (not finished) if the party has a dhampir. Increase the vampire critters up to same movement speed and the non grapple bite.
As to the rest of Chapter 1 A-. Dark gifts are interesting but you will generally need an odd colored d20 to see the special affect is triggered.
I'm not particularly a fan of Ravenloft or gothic horror in general, so the diversity of settings and ideas in this book makes it a lot more valuable to me. I have not read everything, but I really like the bestiary and the domains I've looked at.
My primary complaints have been covered: rehashed backgrounds and uninspired Darklord statblocks. "Just use the stats of a wraith"? Really? I'd rather they force you to make it up than suggest the BBEG just be a regular monster.
I use my own setting, and horror is not my thing. I only read Chapter 1. Our current DM is into vampires and horror and might want to use things from the book. Out of courtesy I stayed away from the rest of the book. My initial impression was not favorable.
The new races all appear to be overpowered compared to anything found in the good old Player's Handbook. The Dahmpir in particular seems way out of whack. Of course I know little the about race. I know of the one in the movie Blade, and there is an anime, the name of which escapes me, in which the main character is one who has a little face in his palm. I don't have a lot to go on.
The Dark Gifts seem all right I guess. I wouldn't want any of them. They all seem to have drawbacks I'd just as soon not deal with. They have not been implemented in the Character Generator to my knowledge so I can't mess with them.
Nothing in the entire rest of the book is useful to me. It might be if the DM decides to use it, in which case it's better that I don't read it.
I have all physical WotC books and lots of them on Beyond too. Up to Candlekeep. That and Van Richten I only got on Beyond, even though I prefer to read full books on dead trees, because I really only want the class and race stuff, items and monsters as a completionist. And then for just a few bucks more I got the whole books so hey.
None of them are bad books, but I'm not the target for them. I have systems I like better for horror, and I have no use for Candlekeep snippet style adventures.
Now, I could always use more monster books, and more race and class options can be fun if they don't add too bad power creep. But at this point in time I only want three things for 5e: Spelljammer, Planescape and Dragonlance.
Point-wise, I give Van Richten 9/10 if you like to use D&D for horror gaming, and 2/10 if you just want stuff for your traditional style home game.
Warning I have owned and played in I6 Ravenloft, I10 House on Gryphon Hill and Season Four Adventure League modules. I also own the adventure path Curse of Strahd. This is the only official lore I own. Any other lore I have picked up has been by osmosis from gamers.
TLDR. 5 stars barely. Must buy for new dms who want to do horror or get lore. Half price buy for collectors and others. I will add Adventure League remarks when AL guidance is given.
The FLGS cover is great and is another cover which I am not covering any of the art work with my address label.
Artwork. Most of the artwork is great and has different styles and themes. But a purple Strahd on page 67 is laughable. Isolde on page 86 chin disappeared into her neck, it could have used an another light source. I love the combat picture on page 222.
Chapter 1. Includes Lineages, dark gifts, two new subclasses, backgrounds and trinkets. The Lineages mention creature type but does not mention what happens if a creature has multiple types.
Dhampir I give one star out five stars. Why a hybrid lineage would be better at things the base monster is eludes me. A base speed of 35 makes too good of a thing for monks, rogues, or mobile type builds not to take. And bite attack is better than a vampire bite. A vampire has to have a successful grapple attack before it can bite attack. A Dhampir can bite as long as it has an attack action. I recommend if a Dhampir is in the party, give the same speed and bite at will to nearby vampire creatures.
Hexblood I give four out five stars. I think players will argue for the benefits of immune to sleep magic and advantage against charm spells due being a fey. Hex Magic with it multiple spellcasting abilities may lead to some problems or a crowded Spell DC column.
Reborn I give three out five stars. The Deathless Nature gives the elf trance ability, poison resistance, and death save bonuses. The poison resistance should have been dropped.
Dark Gifts are very interesting. With the Echoes, Whispers, and Living gifts the player will need a special d20 any time they roll. With a five percent chance of stuff happening, I can see people forgetting to roll even though it only happens once per rest. Mist Walker’s penalty is a big problem for extended play as it will spiral out of control and can kill a pc quickly. Second Skin, Symbiotic Being, and Watchers are great role playing gifts. However, the best damage dealer is Touch of Death.
The new subclasses should be researched before a campaign in the Horror realms start. So a player could preplan their builds. The backgrounds are well done theme to the book. But the trinkets are just page filler.
Chapter 2. Dark lords, domains, and various horrors. Creating Dark Lords and Domains are great for new DMs and a good idea source for long time DMS. The two sections are a step by step how to do it. The Horror section is a dictionary of horrors and random tables. This is needed so all D&D have a concise idea and definition when talking about horrors.
Chapter 3. Domains of Ravenloft. Decades ago I stole and rename “The Mists” as in game reason to explain why some pcs were not present. The Chaos Fog got him. Mist Talismans give an in game reason for how various people can safely travel through the Mists.
Life in the Domains gives an official hand wave about communication and currency for ease of play. The detailed domains have about four or less pages. These are great ideas for small setting resources. But players will need to buy into the setting and build pcs accordingly.
Barovia gets six pages but last two are random charts which offers variations on how to play Tatyana.
Travelers in the Mists has some great detail on various NPCs, their groups, and motivations.
Chapter 4. Horror Adventures helps DMs discuss and build adventures. The session zero section stresses talking with your players about limits and flavor. The Running Horror section is just stage directions for the group to get in the mood. Or stage directions for the director/DM.
The horror tool kit is another great resources for new DMs. Fear and Stress adds two new saving throws to the game. I suggest the DM expand on the two lists given and require players to have a copy of the triggers. The haunted traps add more traps to the evil dm’s bag and a new use of Channel Divinity.
Survivors are just pregenerated PCs with flavor text and special abilities.
I have not run the included adventure. It reads like a how to do various horror themes to include séances, haunts, and haunted traps. The Guests of Houses has NPCs from various domains guest starring in the adventure.
Chapter 5 The monsters brings about thirty-one great new monsters with a wide range of CR.
Summary. Players should not even crack this book. If your DM allows the PC specific stuff, ask for a photocopy. New DMS and any old DMs who have not bought any Ravenloft lore materials; this is a must buy. Old Ravenloft DMs and collectors should buy at half price unless they want to help out the local friendly game store.
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What is the general opinion of this new book? What are the likes and dislikes? General thoughts? Rate it 1 through 10, in terms of how worth it, and content. Let me know your thoughts
A New DM up against the World
I'm definitely going to get a physical version of the book when I have the money to do so, so I'm going to be biased, but due to what I've seen so far, I'm going to rate it 8/10.
It's overall a well written book. It has great art, cool new concepts (Cyre 1313, for example), nice player options, awesome and horrifying monsters, and is overall a great 5e campaign setting book. I like it much more than Mythic Odysseys of Theros, and I love Greek Mythology and had practically no interest in Gothic Horror before this book was announced. I had bought Curse of Strahd because I have an unhealthy urge to buy every official 5e book that is published, and never felt that drawn to it. Strahd always felt to me like Dracula is everything but name, stuck in an old part, misty part of the Shadowfell.
However, this book changed my mind about that. It's certainly not for everyone, but I do think that there are parts of it that anyone can enjoy. If you like Eberron, there's Cyre 1313. If you like aberrations, there's Bluetspur. If you like Innistrad, Ravenloft is the perfect way to plop it into a D&D campaign, having it be its own Domain of Dread. If you like Dr. Frankenstein's Monster and other artificer-adjacent creations, there's the Reborn, Lamordia, and Mordent. If you like Unseelie Fey, there are the Hexblood and Tepest's Hag Darklord. If you like Twilight (*cuebarfingnoises*), there's the Dhampir (which I like, even though I despise Twilight). If you like campaigns in the desert, there's Hazlan. If you like East-Asian settings, there's I'Cath.
It really is a diverse book for a diverse setting, which is both a good thing and a bad thing. This makes it so the book doesn't focus on any specific Domain of Dread for long, so you're going to have to either research more about them from sources from previous editions, or you'll have to make up your own stuff. The good thing about this is that it gives DMs the tools to make up their own stuff using the tables it provides to inspire you, and that it allows the setting to cover a ton of different environments and stories.
The book isn't perfect, but no one was expecting it to be and it is quite good as it is, IMO. It's not for everyone, but there are parts of it that probably will be for you (whether that be the individual monsters, player options, or domains of dread). It's a solid D&D 5e book, and a solid setting book, which 5e is pretty lacking in. If this is any sign of what future setting books for previous official settings coming to 5e will look like, I'm definitely going to buy those books as fast as I can get my hands on them. This is a high quality book and definitely going to be worth the money for most people that buy it. YMMV, though.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Theres a ton of useful information about running different types of horror, the majority of the major domains come with oodles of information and maps (the only thing lacking is stat blocks for the dark lords, but most do come with suggestions for base monster or NPC stat blocks to start with, so it works since you can fine tune it to your group's tier of play). The new subclasses are great and the bestiary is PHENOMENAL. Not to mention theres a whole new "sidekick" mechanic in the Survivor PC/NPC character options. The dark gift options are flavorful and numerous and extend far beyond what was presented in Curse of Strahd. I also like hearing about all the other detectives, monster hunters, etc that aid Van Richten in his quests. Theres also a solid amount of lore provided for the Dark Powers, Mists, and inter-domain groups to help flesh out Ravenloft as an entire setting, as opposed to just a collection of domains with no connection whatsoever.
I am a bit biased because CoS was the first WotC module I ran as a DM and I am currently running a third party Dark Fantasy setting (Grim Hollow), but I think there is alot to love here. Beyond the exclusion of dedicated stat blocks for the darklords, my one other disappointment is that the included adventure is only for levels 1-3. I havent had the chance to read through the adventure in depth, but it feels like there is alot of overlap with Death House and I was hoping it would provide something that could be used for a higher tier adventure or one shot.
So far, I would say 9/10
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I'm finding it really useful and generally very cool overall. You can really tell the people writting it thought long and hard about how horror and monsters can be used in interesting ways and lay out ways to embrace some werid and wonderful role play.
For players he new subclasses look like a lot of fun and the new linage's automatically get you thinking about backstory. For DM's there's a lot of great stuff when it comes to offering players dark bargins and creating role play by havng lots of the domains and dark lords presented as characters rather than monsters.
One of my favourite things about the book though is that is makes a point to avoid horror troopes whilst embracing nightmare logic and seems to actively be pushing an DM reading it to get inventive whilst respecting player boundries.
I'd say it's a must have for anyone wanting to inject some horror into their games 9/10
For DMs: B+
Great information for getting started in dread domains and has great motivations/RP elements for the Dread Lords. I do wish they had a few more maps but that's a minor gripe.
Player Options: C+
The subclasses are ok....I think immunity to damage should not be a player option IMO but its better on a subclass than a racial feature (looking at you UA Dragonborn...)
Undead warlock is pretty powerful with the extra damage and shifting to necrotic. Makes it a pretty viable subclass for Pact of Blade. Overall its pretty decent minus the immunity thing.
The Bard subclass relying so heavily on randomness for its main mechanism will appeal to some but as a DM I honestly hate random elements like this. The learned spell is kind of cool as you can swap it out but the limitations make it much less applicable. Overall its a "meh" subclass to me.
The backgrounds are basically re-hashes of other backgrounds and do not really have much to offer from the PHB options. This continues the trend of reprinting things that I do not like.
Dark Gifts are pretty good but some are definitely better trades than others. Overall pretty good.
Not enough player options IMO...lack of spells hurts. Feels light in this area overall.
Bestiary: A+
LOVE the creatures in this book. Well thought out and very interesting. Just wish there was more of them!
Overall: B+
Good effort put in the DM section and Bestiary make up for the lack of player options.
I love it as a one book overview and idea fest. I do hope they flesh out some of the other domains later, but very happy overall
As a lover of 90s Ravenloft, the book is a bit of an adjustment. Once I check my bias I see the book as a very strong tool for driving horror narratives.
I would like a bit more location development akin to the various Barovian locations in Curse of Strahd, but I suppose I can use CoS as a template for fleshing things out.
Because of my pre-conceptions, I would have liked an explicit statement: Ravenloft is not a unified geography of physically connected borders. It is an abstract collection of geographies floating through the mist where each geography is designed to support a collection of horror tropes.
I half-expected a bit of crossover between Ravenloft and the MTG world of Innistrad because there is so much conceptual overlap. But it's inclusion or exclusion doesn't affect my opinion.
I really like the new races, and I very much like the three-dimensional characterization of the lords. The explicit advice: "If slasher horror, do X, Y, and Z" is out of a college lit class examining horror, and very valuable.
I need more time before I can make a judgment on a 1-10 scale. Ravenloft is my all-time favorite roleplaying setting. so WotC could have sold me a trashy horror novel written by a 6-year-old and I would buy it. If I had to make a call, I'd say 7/10 where all 3 points are knocked off for lack of location resources (mentioned above).
In the meantime, I already know where my next campaign will be set...
The Dhamphir is huge minus to me. I really hate it when a hybrid has better abilities than the parents. You get a free bite and move faster than any other race/lineage. I have suggested in my review (not finished) if the party has a dhampir. Increase the vampire critters up to same movement speed and the non grapple bite.
As to the rest of Chapter 1 A-. Dark gifts are interesting but you will generally need an odd colored d20 to see the special affect is triggered.
No Gaming is Better than Bad Gaming.
I'm not particularly a fan of Ravenloft or gothic horror in general, so the diversity of settings and ideas in this book makes it a lot more valuable to me. I have not read everything, but I really like the bestiary and the domains I've looked at.
My primary complaints have been covered: rehashed backgrounds and uninspired Darklord statblocks. "Just use the stats of a wraith"? Really? I'd rather they force you to make it up than suggest the BBEG just be a regular monster.
But overall I like it. It's worth having.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Overall, I like the book. I wish there was the option of creating a Vistani Elf as a PC, and possible Cleric Domain for the Lands of the Mist.
I use my own setting, and horror is not my thing. I only read Chapter 1. Our current DM is into vampires and horror and might want to use things from the book. Out of courtesy I stayed away from the rest of the book. My initial impression was not favorable.
The new races all appear to be overpowered compared to anything found in the good old Player's Handbook. The Dahmpir in particular seems way out of whack. Of course I know little the about race. I know of the one in the movie Blade, and there is an anime, the name of which escapes me, in which the main character is one who has a little face in his palm. I don't have a lot to go on.
The Dark Gifts seem all right I guess. I wouldn't want any of them. They all seem to have drawbacks I'd just as soon not deal with. They have not been implemented in the Character Generator to my knowledge so I can't mess with them.
Nothing in the entire rest of the book is useful to me. It might be if the DM decides to use it, in which case it's better that I don't read it.
<Insert clever signature here>
I have all physical WotC books and lots of them on Beyond too. Up to Candlekeep. That and Van Richten I only got on Beyond, even though I prefer to read full books on dead trees, because I really only want the class and race stuff, items and monsters as a completionist. And then for just a few bucks more I got the whole books so hey.
None of them are bad books, but I'm not the target for them. I have systems I like better for horror, and I have no use for Candlekeep snippet style adventures.
Now, I could always use more monster books, and more race and class options can be fun if they don't add too bad power creep. But at this point in time I only want three things for 5e: Spelljammer, Planescape and Dragonlance.
Point-wise, I give Van Richten 9/10 if you like to use D&D for horror gaming, and 2/10 if you just want stuff for your traditional style home game.
Van Ritchten’s Guide to Ravenloft Review
Warning I have owned and played in I6 Ravenloft, I10 House on Gryphon Hill and Season Four Adventure League modules. I also own the adventure path Curse of Strahd. This is the only official lore I own. Any other lore I have picked up has been by osmosis from gamers.
TLDR. 5 stars barely. Must buy for new dms who want to do horror or get lore. Half price buy for collectors and others. I will add Adventure League remarks when AL guidance is given.
The FLGS cover is great and is another cover which I am not covering any of the art work with my address label.
Artwork. Most of the artwork is great and has different styles and themes. But a purple Strahd on page 67 is laughable. Isolde on page 86 chin disappeared into her neck, it could have used an another light source. I love the combat picture on page 222.
Chapter 1. Includes Lineages, dark gifts, two new subclasses, backgrounds and trinkets. The Lineages mention creature type but does not mention what happens if a creature has multiple types.
Dhampir I give one star out five stars. Why a hybrid lineage would be better at things the base monster is eludes me. A base speed of 35 makes too good of a thing for monks, rogues, or mobile type builds not to take. And bite attack is better than a vampire bite. A vampire has to have a successful grapple attack before it can bite attack. A Dhampir can bite as long as it has an attack action. I recommend if a Dhampir is in the party, give the same speed and bite at will to nearby vampire creatures.
Hexblood I give four out five stars. I think players will argue for the benefits of immune to sleep magic and advantage against charm spells due being a fey. Hex Magic with it multiple spellcasting abilities may lead to some problems or a crowded Spell DC column.
Reborn I give three out five stars. The Deathless Nature gives the elf trance ability, poison resistance, and death save bonuses. The poison resistance should have been dropped.
Dark Gifts are very interesting. With the Echoes, Whispers, and Living gifts the player will need a special d20 any time they roll. With a five percent chance of stuff happening, I can see people forgetting to roll even though it only happens once per rest. Mist Walker’s penalty is a big problem for extended play as it will spiral out of control and can kill a pc quickly. Second Skin, Symbiotic Being, and Watchers are great role playing gifts. However, the best damage dealer is Touch of Death.
The new subclasses should be researched before a campaign in the Horror realms start. So a player could preplan their builds. The backgrounds are well done theme to the book. But the trinkets are just page filler.
Chapter 2. Dark lords, domains, and various horrors. Creating Dark Lords and Domains are great for new DMs and a good idea source for long time DMS. The two sections are a step by step how to do it. The Horror section is a dictionary of horrors and random tables. This is needed so all D&D have a concise idea and definition when talking about horrors.
Chapter 3. Domains of Ravenloft. Decades ago I stole and rename “The Mists” as in game reason to explain why some pcs were not present. The Chaos Fog got him. Mist Talismans give an in game reason for how various people can safely travel through the Mists.
Life in the Domains gives an official hand wave about communication and currency for ease of play. The detailed domains have about four or less pages. These are great ideas for small setting resources. But players will need to buy into the setting and build pcs accordingly.
Barovia gets six pages but last two are random charts which offers variations on how to play Tatyana.
Travelers in the Mists has some great detail on various NPCs, their groups, and motivations.
Chapter 4. Horror Adventures helps DMs discuss and build adventures. The session zero section stresses talking with your players about limits and flavor. The Running Horror section is just stage directions for the group to get in the mood. Or stage directions for the director/DM.
The horror tool kit is another great resources for new DMs. Fear and Stress adds two new saving throws to the game. I suggest the DM expand on the two lists given and require players to have a copy of the triggers. The haunted traps add more traps to the evil dm’s bag and a new use of Channel Divinity.
Survivors are just pregenerated PCs with flavor text and special abilities.
I have not run the included adventure. It reads like a how to do various horror themes to include séances, haunts, and haunted traps. The Guests of Houses has NPCs from various domains guest starring in the adventure.
Chapter 5 The monsters brings about thirty-one great new monsters with a wide range of CR.
Summary. Players should not even crack this book. If your DM allows the PC specific stuff, ask for a photocopy. New DMS and any old DMs who have not bought any Ravenloft lore materials; this is a must buy. Old Ravenloft DMs and collectors should buy at half price unless they want to help out the local friendly game store.
No Gaming is Better than Bad Gaming.