TLDR: If you’re running 5E, you need to buy this book.
When I heard that the next book in the 5E lineup was Volo’s Guide to Monsters, I was a little disappointed. I’ve never been much of a Forgotten Realms fan, and Volo’s Guide sounded like it was going to be a fluff piece with articles similar to the old Dragon Magazine “Ecology” pieces. While that’s great for magazine content, I didn’t get too excited about the prospect of a $45 book with minimal new information.
Fortunately for me, Wizards really outdid themselves in packaging a variety of things in this book that make it a very valuable addition to my growing 5E collection.
Volo’s Guide starts with the following disclaimer in small, easily missed print, under the cover attribution:
Disclaimer: Wizards of the Coast does not vouch for, guarantee, or provide any promise regarding the validity of the information provided in this volume by Volothamp Geddarm. Do not trust Volo. Do not go on quests offered by Volo. Do not listen to Volo. Avoid being seen with him for risk of guilt by association. If Volo appears in your campaign, your DM is undoubtedly trying to kill your character in a manner that can be blamed on your own actions. The DM is probably trying to do that anyway, but with Volo’s appearance, you know for sure. We’re not convinced that Elminster’s commentary is all that trustworthy either, but he turned us into flumphs last time we mentioned him in one of these disclaimers.
I enjoy the fact that wizards is having fun with this volume, and it made me enjoy getting into the book a bit more than if I hadn’t noticed it. I also appreciate Wizards sold a special limited edition FLGS cover for only $5 more (pictured above) to help the local shops get a leg up.
The book is broken into three parts: Monster Lore, Character Races, and a Bestiary.
Monster Lore, the first 100 pages of the book, is what I had expected, but some crunch where I otherwise expected fluff for lifestyles of Beholders, Giants, Gnolls, Goblinoids, Hags, Kobolds, Mindflayers, Orcs and Yuan-Ti.
Examples of neat details that might constitute crunch include beholder charts detailing size, shape, texture, and a great random name generator, with tactics, variant eyestalk abilities, minions, treasure and a lair map. History, mindset, and biological function is laid out in a depth previously unvisited in text as far as I’m aware, allowing the GM a deeper background on this favorite of monsters.
The Chapters going forth are what I’d call asymmetrical, being that they don’t follow a routine pattern. Chapters on Giants have more details about origins, their habitat and personality traits. Gnolls have details on tactics, random traits and features, and tables to help build a gnollish warband. Mind Flayers have some magic items listed that are specific to their culture. Yuan-ti have a variety of charts detailing their variable physiology.
Each race detailed has a map of their typical lair, which gives some great examples where the trappings of the race might be otherwise somewhat mysterious (Mind-Flayers in particular).
Overall, these chapters are well written and flesh out the background of these common and popular monsters. Is it essential? No. Is it helpful? Yes. My fear had been that for $45.00 I was going to get that, and that be it. Fortunately, it goes on.
Now we start to hit things I can work with, and things that people invariably try to do on their own with varying degrees of success. I happen to currently be playing a kobold priest of Kurtulmak in our Out of the Abyss game, and have been playing a kobold trapper race variant my GM got off the internet somewhere. I yearned for canon guidance on what a kobold PC should look like. Fortunately, Volo delivers.
Races detailed are Aasimar, Firbolgs, Goliaths, Kenku, Lizardfolk, Tabaxi, and Tritons with a separate section for “Monstrous Adventurers” giving blocks for the already detailed bugbear, goblin, hobgoblin, kobold, orc and yuan-ti pureblood.
I’ve always been a guy that likes the idea of playing the monster as a PC, and this opens doors for me.
This, by far, seals the deal for this book being a must-have for the dedicated 5E player. 100 pages of new and classic monsters that were conspicuously absent from the Monster Manual. A few personal favorites include:
- Flail Snail!
- Several new Variant classed giants, very cool
- Shadow mastiff
- Spawn of Kyuss (Greyhawk?)
- Xvarts (Eric Mona must have been involved in this)
- Yeth Hound
- Many more!
Also a number of “Beasts” (including a rot grub swarm) and 21 new stock NPCs which are sure to prove super useful on an ongoing basis (in particular, it appears a mage of each spell casting school, archers, archdruid, war priest and so on). Not mentioned in my list are also special “classed” versions of various orcs, yuan-ti, hobgoblins, and so on, as well as some subcategories of other races like beholders that will prove useful in putting on games that utilize those species. This is where the book proves out its crunchiness but give me stat blocks that I can use to have a more interesting game.
Wizards has done a good job of bringing a little more than just the basics to each book it has published. Each adventure module has had a few spells and a few more general stat blocks that make each book tempting to pick up. This book, as a sourcebook, doubles down on that principle making there elements that you just can’t afford to miss. This book has extended value for the GM of your group, but remains optional for the player short of playing a racial variant. That said, I think anyone who picks it up is going to find it’s a great addition to their collection.
All Praise Kurtulmak!
Today is a day many felt would never come. Wizards of the Coast has released a pile of 5E information under a new System Reference Document and Open Gaming License. Not only that, they are selling Adventurer’s League materials through the newly formed Dungeon Master’s Guild. This allows 5E D&D enthusiasts to purchase the AL materials and run them in home games if they don’t live near to a FLGS that sponsors such games.
The implications of this are far-reaching, and some would argue, overdue. Most notably, Goodman Games and Kobold Press started creating adventures for 5E without a clear licensing framework in place for such content. Unlike the 4E era, the 5E OGL allows a good bit of proprietary content for use in independent development. Not only that, but in a partnership with OneBookshelf, anyone can create 5E Forgotten Realms content (with certain restrictions) and get paid 50% of the asking price. The remaining 50% is divided between OneBookshelf and WotC, respectively.
Many RPG enthusiasts have been requesting this kind of move since the development of 4E. The Skyland Games crew first came together under the D&D Encounters program hosted at an FLGS in 2009. Even then, players were lamenting on the now defunct community boards about the Encounters materials not being available for purchase, only available through store play. This new program provides options for players and GMs alike, and provides WotC with a brand new revenue stream.
Content created as part of the Dungeon Masters Guild can be considered for additional publication by WotC, included in digital games (Sword Coast Legends?) and possible marketing materials. This is a huge win for WotC, but also a huge win for the community. OneBookshelf offers any pricing model from free, pay-what-you-want, and set prices, which allows the flexibility to create a teaser adventure, then a series of paid adventures, or just let fellow DMs set their own price based on what they feel the content is worth. This model has worked surprisingly well for content creators on other OneBookshelf properties like RPGNow and DriveThruRPG.
Hopefully this program will be a resounding success, and more material and worlds will be released to an eager gaming community. Previous editions of D&D? Greyhawk? Dragonlance? Dark Sun? All speculation for now. Since this gaming group was founded around a company of dwarves adventuring in the Forgotten Realms, maybe one day, your own dwarven clan can follow the path of the Feyhammers.
Questions? Hit up the AMA on reddit January 15th at 1pm Eastern time.
2015’s Gen Con En World RPG Awards, or “ENnies”, should really be called the “Year of the Dragon”. Wizards of the Coast’s Dungeons and Dragons Fifth Edition product line won 13 Gold and 2 Silver ENnies (out of 23 available). Of those Gold ENnies, they won the prestigious Fan’s Choice for Best Publisher and Product of the Year for the D&D Player’s Handbook. WizKids also picked up two Gold ENnies for their D&D related miniature products. The Dungeons & Dragons products line dominated the RPG world this past year and the awards show that players really liked what they got. It looks like D&D is back on track to become a force in the RPG world once again.
Last year saw Monte Cook Games versus Paizo, Inc., battling it out for RPG domination. This year Monte Cook Games won a Gold and 3 Silver ENnies while Paizo, Inc. won 3 Silver ENnies, with one being Fan’s Choice for Best Publisher. With Wizards of the Coast releasing their products at a brisk pace this last year, MCG and Paizo were simply overrun by sheer numbers. It will be interesting to see what next year holds between the three. What products will MCG or Paizo deliver that will push them over the top and dethrone Wizards from their 2015 throne? We’ll have to see.
Other notable ENnie awards were Best Software won by roll20 for the third year in a row with Lone Wolf Development’s HeroLab and Realms Works taking Silver for two of those years. Another big winner this year was Lamentations of the Flame Princess’ A Red & Pleasant Land. This hardcover won two Golds (Best Writing, Best Setting) and two Silvers (Best Adventure, Product of the Year) and gets praise for its versatility, setting and the art; definitively a book to check out.
Well, until next year!
Guest Post by Matt Orbach
Recently, Pathguy got a letter from WOTC, politely asking that he remove his 5E character generator and any other content that might be their IP. I’m not going to discuss that choice here; what WOTC did was legal, and there are boards aplenty debating the matter. Suffice it to say that what you can do legally and what you can do wisely do not always coincide.
But it put to the question, do these generators really help the game, or do they remove us too far from the fundamentals? As it happened, I hadn’t visited this page in quite a while, but I was reminded of it as a tool to help level a 5E character.
Pathguy’s generator was a great tool. When I found it was unavailable, I was forced to level up by hand. As it turned out, leveling by hand was very easy for 5E, although this is not always the case for all rules systems. It caused me to wonder how reliance on character generators for popular systems had shaped the quality of play from a GM perspective and from a player perspective.
THE GM PERSPECTIVE
As a GM, I come to a game with a set of expectations as to what my players will do during a session, including, but not limited to:
• know most of the rules, and ask questions about the others
• learn how characters and the game world interact
• pay attention
• enjoy the narrative of the story-line
• act out characters
• collaborate with the other players
• have fun
I’ve also come to understand that a group of committed players enjoying themselves will typically do about 75% of these; which is fine, as long as “have fun” is somewhere in there. It might be great for everyone to come prepared with a carefullly researched and crafted character, and it probably makes for a richer, deeper game, but realistically it just won’t always happen.
To enjoy a game a player has to have an understanding of what they are doing. A character generator that removes that understanding inhibits enjoyment of the game by making the character mechanically incomprehensible for most play systems. A good build is useless without some knowledge of its implications, and inhibits having fun if it is mysterious and incomprehensible to the player.
THE PLAYER PERSPECTIVE
As a player, I have slightly different expectations. I know the groups I’ve played with all seem to enjoy different aspects of the game. These can be primarily broken into two groups:
This player enjoys creating interesting characters, sometimes with unexpected traits. Some temper this so the character can be effective in the game world, and thus more involved in the story. For others, the reverse seems to be true: they start from a fairly blank slate and draw out the character from the actions taken during gameplay, laboring only to create one who will take effective actions. Still others go further to extremes, creating bizarre and often unplayable characters.
There may very well be a graphing calculator or spreadsheet involved, because these folks enjoy the mathematical permutations and precise calculations of creating a character that is purpose-built. While personality and story is a factor, it is secondary to the build mechanic.
I fall primarily into the first category myself. There’s a certain appeal, I’ll admit, to the Engineer, but I lost my love for that sort of endeavor years ago. You see, I spent a summer designing mecha upon mecha for a tabletop wargame called Battletech. But when the hour of completion neared, I began to realize that the GM had no intention of actually playing the simulation as a massive dropship game, sure to be a fight of epic proportions…oh, the glory that was not! He simply enjoyed, and assumed his players enjoyed, crafting the pieces. Even with the computers of the time (early 90’s) we could have done it faster, but we would have missed fretting over the small decisions of armor vs. weight v.s ammo capacity.
Engineers enjoy the thrill of the build. Artists want to tell a story (efficacy coming in a distant second).
Character Generators can facilitate quick and effective ends for the needs of both these player personalities as well as accommodating the needs and desires of the GM perspective, but only when used judiciously.
Here’s what I think Pathguy did right: his character generator was fluid and helpful, and allowed you to “see” the rules as you went through the build process. It didn’t mask them or create copy pasta out of inputs, but walked you through the relevant choices and bypassed rules not related, but still allowed you to glance at them as you scrolled down. It encourages the player to consult the related rules and sourcebooks, rather than depend on an output charsheet note.
A character generator needs to facilitate rather than inhibit an understanding of the rules; a helping hand rather than a crutch.
There are more generators out there that fall into the crutch category than don’t, however. A very quick search will lead you to whole-cloth character generators, with everything from family relationships, to appearance, to complete backstory. And if you’re stuck, those can help… but if you aren’t interested enough to create something, will you play it? A “disgruntled, fine boned young man with a bad arm who is from the sea and lives with an army of undead” doesn’t think you will. Thanks http://whothefuckismydndcharacter.com/
“Artist” and “Engineer” must perform a balanced calculation to make a really good gaming experience, and GM’s and players must work together to really optimize the outcome. And the right generator is only one of many tools that helps the player and GM get there.
Matt Orbach is a raconteur, an alchemist, a some-time magician and a noted character creator. He should always play a bard.