I have been a fan and participant in the dreadful misty lands of Ravenloft for over three decades and I can attest that in that time, adventures there have gotten both more terrifying as well as more exciting. As more and more additions are made to these miniature spots of shadow and dread, the supernatural planes become more tangible all the while still being ethereal in nature, such is the Plane of Shadows which, rumor has it, holds these horrible places. Take this book, Van Richten’s Guide To Ravenloft, for instance. It delves deeper into the Dark Powers that permeate these lands than anything ever has before. And although it holds a title that speaks to Strahd’s Ravenloft, there is so much more here. And better yet, information on how to not only explore these demi-planes, but also how to create your own. Read on brave adventurer, for the information and warnings you receive from Wizards Of The Coast might just save your life!
You read that correctly, it’s been four decades since Gary Gygax and Dave Arneson created what is arguably the greatest of all role-playing games, Dungeons & Dragons. Originally produced by TSR (Tactical Studies Rules, Inc.), the franchise was acquired by Wizards of the Coast in 1997. Both companies produced a wide variety of materials to supplement the game system, including pre-made modules, novels, trading card games, and much, much more. There are many different editions and the standard rules have changed much over the years, but throughout it all there is one common theme: fun. Because seriously, if it wasn’t fun, then why would we still be playing it 40 years later?