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The pros and cons of sourcebooks and settings

July 23, 2018 Comments off

The Skyland Games crew was a bit divided about the release of the Han Solo movie. Some felt it was unnecessary and was a movie no one was asking for about characters of which we already know the fate. Others felt it expanded both the story and the universe in very cool ways. We can see an analog in RPGs and their respective supplements and expansions.

Today Wizards of the Coast announced two new worlds for 5e D&D: Wayfinder’s Guide to Eberron and Guildmaster’s Guide to Ravinica. The Eberron update is digital only (at least for now) and the book for Ravinica won’t be released until November and represents the first cross-pollination of Magic: The Gathering lore making an appearance on the D&D side of the WotC fence.

This news comes on the heels of Fantasy Flight Games reprinting a special 30th anniversary of the West End Games Star Wars RPG. Recently I purchased both it, and two Force and Destiny sourcebooks: Knights of Fate and Unlimited Power. Staring at my formidable shelf of FFG Star Wars got me thinking: at what point is a system too diluted by supporting materials?

Fans of RPGs are familiar with the cycle: A core rulebook (or three) comes out for a system. Adventures, supplements and sourcebooks follow. Perhaps errata or an updated print run or seven. Finally the bottom of the barrel is scraped (for D&D often in the form of the Tome of Vile Darkness), and a new edition is released. Most recently we have seen this with Pathfinder and X-wing.

Reading through the old WEG Star Wars is a pretty wild contrast from a recent FFG sourcebook. The bibliography (they included one!) at the back of the WEG sourcebook is most telling: the original trilogy, their novelizations, a Han Solo trilogy of novels, a Lando Trilogy, and some art books for visual reference. In fairness, that was probably everything in print about Star Wars in 1987. Almost impossible to imagine thirty years later.

The player section for the entire system weighs in at 24 pages, and a full one-third of that is dedicated to a solitaire choose-your-own-adventure style introduction to the concept of roleplaying: making decisions and rolling dice to see what happens.

“This is the weapon of a Jedi Knight. Not as clumsy or as random as a blaster. An elegant weapon… for a more civilized age.”   – Obi-wan Kenobi

Is the system perfect? Certainly not. There are awkward combat mechanics, especially when it comes to starship combat. However, it does get you into playing the game quickly, and emphasizes not stressing the details as the GM. Between the two 144-page books included in the 30th anniversary reprint, you have everything you need to evoke the feel of the original trilogy and have a fantastic game.

On the flip side of the coin, I love having a Star Wars sourcebook library that is now the size of an old Encyclopedia Britannica collection. Each book is filled with inspiration from settings, equipment, encounters, and adversaries. However, it can be daunting for new players creating a character. It would be an awesome compromise for FFG to produce not pre-gens, but templates similar to WEG: familiar archetypes to which you can add a few skills, a description, a background and a motivation and get to rolling.

For D&D, each world at the peak of system bloat that was second edition seemed to have its own feel: Dark Sun, Spelljammer, Ravenloft, Dragonlance, and yes, Forgotten Realms. I imagine these new 5e options will provide that same sort of tone-setting characteristics to make each memorable. Maybe that is one way to think of it – not as dilution, but a particular flavor.

Dungeon Crawl Classics has taken a similar approach with setting box sets: The Chained Coffin (Shudder Mountains), The Purple Planet, and very soon Lankhmar. Goodman Games has also recently released a post-apocalyptic version of their system called Mutant Crawl Classics (which is awesome and will get a much more in-depth review later).

Ultimately it comes down to playing the style of game you want to play. There are pretty excellent RPGs that fit on a single sheet of paper. In my years of gaming, it has mattered less what system or edition we were playing and more that we had an excuse to get together every week and have a great time. Nerds tend to desire an encyclopedic knowledge of subjects they enjoy. This works out nicely for publishers. Is it necessary? Maybe not, but it sure is fun.

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Mordenkainen’s Tome of Foes – Review

May 26, 2018 Comments off

The latest 5E D&D book hit Friendly Local Gaming Stores this week: Mordenkainen’s Tome of Foes. I purchased this book thinking it would be essentially a supplementary monster manual along the lines of the classic Fiend Folio. In fact, this book follows the format provided in Volo’s Guide to Monsters.

The first section details classic D&D struggles of Demons vs. Devils, Elves vs. Drow, Dwarves vs. Duergar, Githyanki vs. Githzerai, and… Halflings vs. Gnomes?! Not really, but they wanted to include some new material for the little guys so they threw them together at the end. The second section is a more traditional bestiary with monster stat blocks, as well as stats for NPCs that the DM could use to illustrate the struggles detailed in the first half. There are brief sidebars representing personal notes from Mordenkainen about different sections of the book. Unlike the fun disclaimer in Volo’s or the entertaining condescending disdain in Xanathar’s, the sidebars here add little if anything. This is disappointing as a similar format was followed in one of my favorite 4E supplements, Mordenkainen’s Magnificent Emporium, and those side bars added really cool details and perspective.

There is a great deal of background information and flavor text detailing the various struggles illustrated in the first half of the book. This may provide excellent context for classic rivals like demons vs. devils or elves vs. drow and reasons behind these struggles. There is also quite a bit of detail associated with the pantheon of gods for each race including alignment, province (what they are known for) as well as suggested domains and common holy symbols. Each section spends some time on world-specific variants of races (Gully Dwarves in Dragonlance, cannibal Halflings in Dark Sun), but usually without stats to make them anything more than window dressing.

Peppered throughout the first section are a few player options and sub-races with traits and tables to help provide more character details for PCs, especially if you like playing Tieflings or Elves. Tieflings gain 8 optional sub-races to demonstrate allegiance or infernal origins associated with a particular layer of the nine hells (Asmodeus being the default described in the Player’s Handbook). New elven options include four distinct eladrin variants that correspond with the seasons (Spring, Summer, Autumn and Winter), as well as a Sea Elf and the goth cousins from the Shadowfell, the Shadar-Kai. The Dwarven section provides the Duergar as a playable race. Githzerai and Githyanki traits and tables are provided as PC options as well. While additional halfling personality/ideal/bond/flaw tables are provided, the only new sub-race in the last chapter of the first section are deep gnomes (aka svirfneblin).

The bestiary second half of the book includes some fantastic dual-page artwork, as well as helpful indexes that sort creatures by type, CR, as well as typical environment.

This book is for DMs looking for inspiration using some of the classic D&D struggles detailed over the 40 years of monster manuals of every edition. It is also for players who may be looking for a particular sub-race they miss from a previous edition or more background details and inspiration for new characters. Should you buy it? Maybe. This one isn’t as essential as Xanathar’s as it isn’t as great a value for the money from a player options perspective. As a DM, if you already own the adventure Into the Abyss, there will be a significant amount of repeated stat blocks as all the demon lords are repeated here. If you’ve always wondered what the story was behind why demons and devils fight, or the origins of the elven diaspora, this is the book for you.

Categories: 5e, Books, Characters, DnD, News, Reviews, RPGs, WOTC

Review: Xanathar’s Guide to Everything

November 13, 2017 Comments off

TLDR: You’re going to want to buy this.

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There was a lot of buzz for Xanathar’s Guide to Everything before it was even in print, so I anticipated this was going to be worth a look.  It reminds me a lot of what Unearthed Arcana (the book, not the webcolumn) was like for 1st edition.  Was it optional?  Yes.  Would you be missing out on a lot of content that is considered generally mainstream to play without it?  Heck yeah.

General Details

Xanathar, a secretive beholder crime lord, keeps notes on everything (he believes).  Hence the name of the book (his goldfish is his most prized possession, and that’s what’s on the stylized cover you see above).  As with Volo’s Guide to Monsters, there are little notes that run as commentary throughout the book, usually a sort of joke or snipe about the subject matter.  As the material is largely mechanics and game lore, it’s less relevant than with Volo’s but still fun.

The book is 192 pages, full color, lots of art, slick non-glossy pages (which I like).  You’re going to get this and think it feels kind of thin, however.  While the book feels light, it has a lot of content, and they pack quite a bit in those pages.

The book has three major division: Character Options, Dungeon Master Tools, and Spells, but also has two valuable Appendices.  Here’s the breakdown of the sections.

Character Options

Subclasses

By far one of the most valuable sections of Xanathars is the Character Options chapter.  This opens 31 new subclasses for the primary classes listed in the Player’s Handbook.  That’s right: THIRTY ONE.  Note that’s not 31 new classes, but subclasses (like Bardic Colleges, or Barbarian Primal Paths, etc).  I like this because I think that too many primary classes waters down your base classes and leads to unexpected bloat.  Some of these may be familiar as they have rolled out through playtesting in the Unearthed Arcana column.

A few favorites include the Bardic College of Whispers, the Grave Domain Cleric, the Samurai and Cavalier Fighter archetypes, the rogue Swashbuckler, and the War Magic Wizard. Adding rules to differentiate these classes and giving them a new feel works well, without making a GM learn entirely new modes of play functionality.

Flavor – Charts – This is Your Life

In addition to subclass details, they also offer fluff fans fun and interesting (but very brief) charts for fleshing out details about their characters and their backgrounds.  More experienced players may feel these sorts of things are unnecessary, but it definitely gives some players new ways of looking at details about their characters that will flesh them out in interesting ways.

Some sections are meatier than others. The Druid Section of the the Character Option chapter lists charts, for example, of what beasts you encounter in what environments for the purposes of exposure to allow wildshape.  You could make it up, but this is just damn handy.  Other elements, like how you learned to be a druid, are more storytelling.  Each class has this sort background material.

This culminates with a subsection called “This Is Your Life” which allows your background to be determined by charts, at your option.  This goes through siblings, parents, family history, and motivations based optionally on class or background.  I’ve always been a fan of a certain online character background generator myself (NSFW for language).  I seem to recall something like this in an older volume of D&D (maybe player’s handbook 2???) but can’t remember which book.  If you know, post in the comments.  In the end, it can be fun, and they’re clear not to be pushy about using it.  Do it, or don’t if you don’t want to.

Racial Feats

One thing you won’t hear me complaining about is more feats.  I especially like the idea of Racial Feats that continue to expand the characteristics of the races in game.  These add additional ways for characters to stand out and differentiate themselves from one another given the more simplified options of 5th edition over early incarnations like 3.5 and 4th editions.

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Dungeon Master’s Tools

Rules Clarifications

As a gamer who runs a lot of games, this section is precious to me, as it answers some questions that speaks more to design philosophy on dealing with rules questions. This chapter shotguns out some rules issues right off the bat with little ceremony, including:

  • Simultaneous Effects
  • Falling (over time and large distances)
  • Sleep Details – Involuntary Waking, Sleeping in Armor, Going Without Sleep
  • Adamantine Weapons
  • Tying Knots (both tying and slipping out of them)

There are two larger sections that go into greater detail as well:

  • Tool Proficiencies – This large section rethinks Tool Proficiency, going into specific items included in certain kits, and spelling out what a player can do with skills and tool proficiencies.  A valuable section that will assist GM’s and players alike in seeing how these should be played.
  • Spellcasting – Concealing and identifying spellcasting, measuring ways of determining gridded templates (with illustrations)

 

Challenge Ratings

One of the most important changes listed here is the Encounters Section.  This lists a new way of calculating encounter challenge ratings that seems to more accurately address the threat of solo monsters based on group size, as well as other types of encounters.  This section probably is an admission that prior CR calculations were not correct and did not accurately reflect appropriate difficulty.

Paired with this is a comprehensive list of wandering monster encounters by level and geographic environment.  For those that use such charts, it’s a masterpiece.  Very convenient.    While not previously a fan of wandering monsters, I’ve found it a useful tool when players are lollygagging or doing things in a stubborn and ineffective time-consuming way (i.e. camping after every encounter, spending an hour bonding with items in a dungeon, camping in a dangerous place, etc).  The lists are detailed, and the setting dressing it provides also fleshes out your world and the creatures in.

Other Sections

Traps Revisited — A sizable section deals with how traps should be dealt with to make them interesting, including details about constructing elaborate traps and the rules that tied therein.  This is more interesting in that it seems to suggest that the standard application of a rogue disarm role should be avoided in favor of a more descriptive approach.

Downtime Revisions –  This section elaborates on revised downtime rules, including the development of a rivalry, buying magic items, carousing complications, and so on.  Helpful if you find yourself using these rules.  We never seem to get to them in my groups, however.

Magic Items – A section here on magic items deals with suggestions on awarding magic items as a GM, and a type of common magic item that has magical effect and flavor without game-breaking power.  A new relisting of magic items by type and rarity, with notation as to whether those items require attunement, is a handy reference.

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Spells

With over 90 additional spells for all spell-casting classes, this chapter alone makes this book a must-have. I haven’t combed through these to see if they have been duplicated in other volumes, but there certainly enough new ones to make it a reference for any spell-caster when picking their list.  Some of these are old classics that have been revamped for 5th edition, others are brand new.

Appendices:

Appendix B is a voluminous list of names from different cultures to help players with naming a character.  It’s a great list, as it goes, with real world cultural names as well as fantasy names.  This is going to make one of your players very happy.

but more importantly, Appendix A is about Shared Campaigns.  

Shared Campaigns

Skyland Games originally began as a gaming group that decided to split off from Living Forgotten Realms organized play to start our own shared campaign.  Part of this split was because of frustration with the management of LFR and the various bookkeeping requirements thereof (and scenario quality, truth be told). We started our own round-robin style of gaming allowing everyone to get some play time, as well as build a common story together.  We’re big fans of it.

What’s proposed here contemplates a Living campaign like Adventurer’s Guild, but could be used for a round-robin home game as well.  It makes use of a benchmark system for leveling based on the number of hours a scenario is designed for and its relative challenge level rather than on the XP value of monsters.

Common rewards are determined at levels, including a treasure point system for awarding magic items from a pre-determined list of magic items agreed upon by the collective DM’s of the campaign. Gold can be spent on common items and maybe a small list of alchemical items.  Major magic items require treasure points, earned through play.

This appendix, however, poses a question: Is this the future (or maybe the present) of Adventurer’s League?  I haven’t been to a game in ages, so I couldn’t tell you if they had moved to this system.  If so, does the abstraction make the game less enjoyable?  I think each player might have a different answer to this question, but if everyone can pay their dues and get the items they want in a timely enough fashion, the abstraction may be worth it.  These guidelines won’t make you purchase the book, but are worth a read for any player.

Summary

Xanathar’s Guide to Everything seems largely about utility and fleshing out things that originally were left to player and GM to determine.  Some might see that as an imposition, but I find it incredibly useful.

A complaint I’ve heard about 5th edition is that the lack of specialization makes many characters seem the same.  I’d point out that, as a player for three decades now, we started with a lot less and never really thought to complain about it.  5th edition is a great expansion on what we started with, but doesn’t lend itself to the hyper-specialization that you see in 3.5 Edition D&D or Pathfinder.  These new subclasses, feats, and spells in no way serve to make 5th Edition D&D more like 3.5 or Pathfinder, but they do give a greater degree of options to make a character stand out and build on unique themes.  The content provided in this tome is very significant, and is a should-have if not a must-have moving forward with 5th Edition.

Review: Tales from the Yawning Portal

April 2, 2017 Comments off

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Alright, let’s jump right in….

What’s in it?

Tales from the Yawning Portal is Wizard’s latest release for 5th Edition, and is the same high production quality as their other releases.  Unlike previous releases, it is a series of unconnected older adventures that have been converted up to 5th edition from previous editions of the game (ranging from several OD&D mods to some early 3rd edition modules, and some playtest content).

The adventures featured are:

  • The Sunless Citadel
  • The Forge of Fury
  • Against the Giants Trilogy
  • The Tomb of Horrors
  • The Hidden Shrine of Tamaochan
  • White Plume Mountain
  • Dead in Thay

There is also a brief chapter for magic items (15 of these) and a chapter for monsters (39 of them).  Also, starting of the book is a brief flavor detail for, you guessed it, the Yawning Portal Tavern.

Those are the facts.  Now, the real question…

Should I Buy it?

This book is for grognards wanting to spare themselves the minimal trouble of converting a few old classic scenarios for their group, many of whom may not have played the mods.  Alternately, it’s for newer players that have heard about classic mods and want to take a crack at them in 5E and see what all the fuss is about.

Tales from the Yawning Portal takes the heavy lifting out of conversion, cleans up some weird oddities from older mods, and generally makes the older content much more approachable for a newer player, primarily because old originals are perhaps hard to find and the trouble of converting some of these classics may be a little daunting.

So, do you need to buy it?  No.  You definitely do not.

Should you?  Only if you want to revisit these classics.  I personally do, but that’s not going to describe everyone.

This is a collection of classic mods first and a general game supplement second, or perhaps even third.  In some ways I appreciate the fact that Wizards isn’t spamming their release schedule with Fiend Folios and Magic Item Compendiums in droves, forcing us to shell out for semi-mandatory releases.  On the other hand, I feel like getting 39 monsters at a time is a somewhat slower financial torture.  That, and now if I want to find a monster, I have to flip through Volo’s Guide to Monsters, or now Yawning Portal to find what I’m looking for in addition to the Monster Manual.  It’s not really convenient or logical.

In a lot of ways, 5th Edition is a response (perhaps a kneejerk response) to the vitriol that arose as a result of the new ideas of 4th Edition.  4th Edition is commonly summarized as “a great game, just not dungeons and dragons”.  As a result, 5th edition has a much more old school feel, without all that horrible THAC0.  This is a slapshot right down the throats of all those geezers like myself that just want to play ancient modules until we die, and make other people play them too.

The great thing about this book is that you get a lot of content, and a lot of short usable play hours with it.  You can play pieces of it without having to feel married to it for a year (a complaint that some of us are feeling in our current Out of the Abyss campaign).  Being able to play a few sessions, then stop, can be very welcome when seeking published content.  Also, they snuck the ENTIRE GIANTS TRILOGY in here!  That is Fricking Awesome!  So there is good to be had.

The monsters, however, as well as the magic items, are there to support the rest of the published works and don’t really stand on their own as a supplement (nor do I believe they were held out to do so).  Overall, it’s great to have on the shelf, but the home campaigner or the long haul campaigner is going to scratch their heads at this release. This is nostalgic potpourri and historical esoterica.

So, proceed with the knowledge of what this book is, and see if it is worthy of your shelf.  It’s on mine, and I’m glad for it and look forward to sharing some old classic content with my group for a couple 3-shots.

A parting note:

One last thing I wanted to mention, and can’t seem to find a place to fit into this review, is the curious disappointment I have that the Yawning Portal, famous for it’s connection to Undermountain, is not at the head of a book for UNDERMOUNTAIN!  It’s a fun way to connect these modules as tales from tavern-goers but something I hope Wizards will attempt in the months and years to come.  That’s a classic that definitely belongs on the shelf.

 

 

Categories: 5e, Adventure, Books, DnD, Reviews, RPGs, WOTC

Review: Volo’s Guide to Monsters (5E)

November 6, 2016 2 comments

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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

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.

Character Races

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.

Bestiary

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:

  • Barghest
  • Bodak
  • Catoblepas
  • Darkling
  • Baubau
  • Devourer
  • Flail Snail!
  • Froghemoth!
  • Several new Variant classed giants, very cool
  • Girallion
  • Flind
  • Leucrotta
  • Quickling
  • Shadow mastiff
  • Spawn of Kyuss (Greyhawk?)
  • Trapper
  • Vargouille
  • Vegepygmy!
  • 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.

Overall

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!

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Dungeon Masters Guild – Return of the OGL?

January 12, 2016 2 comments

DMsGuild-LogoToday 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.

Categories: 5e, Adventure, News, RPGs, Wizards, WOTC

2015 ENnies – Year of the Dragon

August 5, 2015 Comments off

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!

Categories: 5e, Cons, DnD, News, WOTC