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"...
So you have gathered together your players, discussed your campaign
with them, and gotten a feel for what kind of adventures they like.
You have generated the characters, generated the backgrounds, decided
how they met or what brings them together and even selected an appropriate
domain in which to begin your campaign. Now, taking into account the
desires of your players, as well as your own style as a DM, you can
start mapping out the trials and tribulations that you inflict on your
tormented player characters..."
(from Creating Your Campaign, p. 133)
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Ravenloft
has been Dungeons & Dragons dark sibling since Tracy Hickman came
out with the first Ravenloft adventure, I6: Ravenloft. With a minor
sequel, The House on Gryphon Hill, Ravenloft was almost doomed to nostalgia
until Bruce Heard and Andria Hayday expanded its Gothic roots into a
well received setting. Its continued success helped pave the way for
more supplements and accessories for the setting. Though with a hardback
setting book, Domains of Dread, Ravenloft was doomed-until the licensing
gurus at White Wolf decided to save it. Unfortunately, Domains of Dread
was used as a template for continuing the line.
Domains
of Dread undid a lot of the ground work from the first two Ravenloft
boxed sets, adding too much normal fantasy and taking away from its
more Gothic feel. While not bad, it didn't present the best face of
Ravenloft. It was left to the 3e Ravenloft team to catch all the errors
and fix them, or so it seemed. Ravenloft's campaign setting wasn't that
great of a book, reveling to much to the player and not leaving much
for the referee.
This book
hopes to rectify that mistake by putting things back into the hands
of the referee without kicking the Ravenloft player to the side (just
check out the numerous references to the Ravenloft Player's Handbook
littered throughout this text).
Ravenloft
Dungeon Masters are the dark powers that control the interaction of
the domain's various darklords, denizens and drones with the player.
To get this across, the book first sets its sights on the makeup of
each domain within the Realm of Terror. Each domain is given a lengthy
paragraph (and notes that more detail is found in the Gazetteer series)
that covers the darklord and its curse. This mark a starting point where
the referee can see who/what the player characters may encounter in
regards of a confrontation with the domain's darklord (or should they
catch the darklords interest). A later portion of the book details how
each domain may form the starting point of a new Ravenloft game, or
which might frighten players more with some of the setting's more esoteric
realms.
In its
first boxed set edition, Ravenloft presented thirteen techniques of
terror to add to your campaign, this book re-presents those techniques,
though updated slightly from its original vision. Actually, the book
has these techniques folded into a chapter about running a Ravenloft
game (whether it be a weekend or lengthy campaign). The sets its self
up to follow those from the classic box set, but adds details on how
to craft a NPC's voice, or how using movie cross-cutting and flash scenes
add to the setting. Following that are more details on the cultural
levels within the Realm of Dread. Basically a brief rundown of what
should be expected from the NPCs in a given level, and how technology
(i.e.: equipment) should vary in the extreme ranges.
The book
details a new NPC class, the Prophet, designed to add to the mystery
of the setting by having walking soothsayers and wandering auguries.
The class is a bit akin to the Adept, but is more focused on the role
of seer and mystic. As it is basically there to point the players in
the right direction, the Prophet ties in neatly to the whole of Ravenloft
prophecy as it relates to game play. Ravenloft likes the idea of free
will, and with player characters being the largest collection of willed
individuals, prophecy in the Dread Domain is sketchy, at best, unnerving
at the worst. The Ravenloft Dungeon Master's Guide has a chapter full
of tarot card-like readings, the setting's Tarokka, which may or may
not play the characters into Fate's hand (or DM fiat). Several pages
are filled with the deck's images and details on each card, detail that
seems easy enough to comeby by picking up a more focused Tarot book
or two. As the card descriptions really don't add much to the rules
of prophecy, just gives it interesting window dressing.
One of
the neater aspects of the Ravenloft Dungeon Master's Guide are the rules
for Sinkholes of Evil, places where hideous acts have affected the surrounding
land. With five ranks that can change the way a place feels and penalize
certain dice actions (like Turn Undead and some Will saves). Sinkholes
are also tainted by dark passions that helped form them. The books also
lists what types of creatures may inhabit one of the tainted places.
Characters may go mad by spending too much time in the vicinity of a
sinkhole as well; careful use of this setting piece is recommended,
as overuse may send players running away from Ravenloft.
The book
is rounded out with details on the twisting of magic within the setting,
as certain things, like detect alignment, don't function as they would
in a regular D&D setting. This of course points back to the Ravenloft
Player's Handbook, but does offer new artifacts (and updates old olds)
and new magic items.
Overall,
the Ravenloft Dungeon Master's Guide is a nice book to add some gothic
elements to your regular fantasy games (even some of the more pesky
d20 system ones). As a fan of the original box set, I feel that this
book gives back to the DM that has invested a decent amount of time
in crafting their Ravenloft game. Less referencing to the Ravenloft
Player's Handbook would have been a plus, as the bold face notes stand
out and make me wish I had a copy nearby. Designed mostly for the Ravenloft
core audience, this book adds nothing that the original fans wouldn't
have encountered before, though it does update the setting to match
the Revised Dungeons & Dragons (3.5) rules.
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