Rating: [ 5.05 / 10.00 ]
Game Info
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Game Summary | [ Edit Main Info ] |
Over three decades ago, the only child of Dr. Rudolph van Richten was stolen by Vistani thieves and sold to a vampire. The doctor's efforts to rescue his son and then avenge himself upon that vampire led to a dark new career fighting the terrifying monsters in the Deminplane of Dread. Now, the sage of Ravenloft turns his attention to the very people who made him what he is today.
In spite of his deepest fears and hatred, Van Richten has passed among the Vistani - the nomads of the Mists - and he has learned much. Within this book he describes Vistani legends, their everyday life, abilities common to all of them, and some of the fell powers possessed - fortunately - by only a few. Van Richten also identifies each of the Vistani tribes, their strange and special powers, and their habits and beliefs.
Includes rules for creating Vistani PCs.
In spite of his deepest fears and hatred, Van Richten has passed among the Vistani - the nomads of the Mists - and he has learned much. Within this book he describes Vistani legends, their everyday life, abilities common to all of them, and some of the fell powers possessed - fortunately - by only a few. Van Richten also identifies each of the Vistani tribes, their strange and special powers, and their habits and beliefs.
Includes rules for creating Vistani PCs.
This game is also contained in Van Richten's Monster Hunter's Compendium Volume Three.
Game Editions | [ Add Edition ] |
Comments & Reviews |
Main Series Listing |
AD&D2 Ravenloft Van Richten's Guides: | [ edit ] |
# | Title | Rating | Rank |
1 | Van Richten's Monster Hunter's Compendium Volume One | 5.41 | 3787 |
2 | Van Richten's Monster Hunter's Compendium Volume Two | 5.62 | 2726 |
3 | Van Richten's Monster Hunter's Compendium Volume Three | 5.73 | 2262 |
4 | RR3: Van Richten's Guide to Vampires | 5.28 | 4721 |
5 | RR5: Van Richten's Guide to Ghosts | 5.18 | 5751 |
6 | RS1: Van Richten's Guide to the Lich | 5.04 | 7658 |
7 | RR7: Van Richten's Guide to Werebeasts | 5.09 | 7007 |
8 | Van Richten's Guide to the Created | 5.49 | 3431 |
9 | Van Richten's Guide to the Ancient Dead | 5.26 | 4830 |
10 | Van Richten's Guide to Fiends | 5.05 | 7330 |
11 | Van Richten's Guide to the Vistani | 5.05 | 7311 |
Selected User Comments
The prose is often so vague as to be almost useless, and frequently contradicts itself. While this is sometimes clearly just a mistake (the text sometimes flips what it's saying from sentence to sentence), at a higher level it's deliberate. Instead of answering questions or explaining how the Vistani work, the Guide repeatedly states that would take away the mystery, so the DM should make something up. But while that's true to some degree, there isn't any good advice for filling in the blanks, either. Much of the confusion comes from wanting to play both sides of the fence -- on the one hand, the book makes blanket statements about how they're all opportunistic amoral thieves, but on the other hand, it tries to present them as unjustly persecuted. On the one hand, they're horribly victimized by 0-level peasants, but on the other, it states the reason they can sleep in the open is because they're so powerful that monsters of Ravenloft avoid them.
The defined parts do explain some shared customs and abilities, and cover the unique cultural, magical, and mechanical characteristics of the different groups of Vistani (who are broken into three broad "tasques" or nations, which are further sub-divided into a total of seven tribes), but they're generally not very interesting -- one group likes animals, another are known as blacksmiths, and yet another are particularly charming.
They're quite literally magical gypsies, with powers and limitations that enforce that role (all their women can use the evil eye, they can all curse, if they stop in one place too long they suffer "static burn" and stop being Vistani, etc.). And it's not just a few powers, or a list of preferences; there's a whole suite of minor abilities where the Vistani are simply better than anyone else, just because it's supposed to make them "mysterious". And their major abilities are almost all explicitly plot-based -- the DM is supposed to use fiat to force them into a specific role, and prevent the PCs (or anyone else) from stopping it. Which means they're not people, they're just plot devices.
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