Van Richten's Guide to Ghosts

Van Richten's Guide to Ghosts is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1992.

Van Richten's Guide to Ghosts
GenreRole-playing games
PublisherTSR
Publication date
1992

Contents

The book sorts ghosts into several general categories according to their power levels (first through fifth magnitude), physical appearance (spectral, humanoid, bestial), and origin (sudden death, reincarnation, dark pacts). By mixing the characteristics associated with these and other categories, the Dungeon Master can create customized spirits. Ghostly powers and vulnerabilities are discussed at length, and a chapter is devoted to the investigation of hauntings.[1]

Publication history

Van Richten’s Guide to Ghosts was written by William W. Connors, and published by TSR, Inc.[1] Cover art was by Robin Wood, with interior art by Robert Klasnich and Stephen Fabian.

Reception

Rick Swan reviewed Van Richten's Guide to Ghosts for Dragon magazine #186 (October 1992).[1] Swan comments: "One of the better Ravenloft supplements, this volume provides workable suggestions for incorporating the incorporeal into gothic horror campaigns."[1] He felt that the chapter devoted to the investigation of hauntings "provides interesting springboards for supernatural adventures".[1] Swan concluded that although the book was "generally well-written, the designer should've ditched the first-person approach [...] which is not only distracting but inappropriate for what is essentially a rule book".[1]

Reviews

  • White Wolf #36
gollark: You'll probably need some JavaScript on the client for this. You could either constantly refresh the page or have code fetch the values and update the HTML periodically.
gollark: Do you want to make it constantly run the check thing on the *server* or just have the *client* constantly refresh or something?
gollark: Wow, that's somehow half the speed of my home connection run over some ancient phone line.
gollark: This is mostly two-way, i.e. two threads per core, however some enterprisey ones go to 4 or 8; this has diminishing returns because more and more of the execution resources are already used.
gollark: So when the core is waiting on memory access required for one thread, say, it can run the other one in the meantime.

References

  1. Swan, Rick (October 1992). "Role-playing Reviews". Dragon. Lake Geneva, Wisconsin: TSR (#186): 100.


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