Sunday, October 16, 2022
She-Hulk series from Disney+ is mostly awful, but what do I know? I only read the comics
Monday, September 5, 2022
The Lich King rises again
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My dealings with the Lich King as a faithful servant in game in 2022. |
World of Warcraft was one of my favorites mmos in the 2000s, starting with 2007 but I never really got to experience the full impact of Wrath of the Lich King because even though I started playing after TBC, I was mostly a casual and doing low level newbie stuff and content. I played on and off from 2008 to about 2014 and then didn't really log on again until classic dropped in the summer of 2019.
I distinctly recall playing a good chunk of it in 2007-08, staying up late on weekend nights doing dungeons or world and pvp. I recall how fun it was to make alts of the different races on the horde side. Even though I did buy Warcraft 2 when it was new, I never really got into the RTS as much as I did the mmo.
This is a good time to get back into wow, or at least that is what Blizzard wants us to believe with the upcoming release of WoTLK classic later this month.
So it is the hopes of the developer that they are banking on nostalgia when they had (arguably) their most successful expansion and they want us all to experience it, especially those of us who didn't experience it to the fullest. They are certainly making it easy as they gave me a free level 50 boost and have made Shadowlands free content, which they usually do before another expansion drops. Thus I have been playing Shadowlands and trying to get my warrior to max level, but really it is just biding my time until Classic WotLK drops.
I have been thinking a lot about classic versions of games versus their modern counterparts because of my involvement with D&D 5e and the ongoing debates about game mechanics of old and new ones being added to that game, especially with the recent announcement of the One D&D playtest.
And let's be honest, what is wow but a better version of the official D&D video games and mmos? I think DDO is great, but it never really captured the mainstream's attention or became part of the zeitgeist quite like wow did. DDO and Neverwinter are fun mmos in their own right, but wow was virtual D&D done right, if you don't believe me, remember how influential mmos and wow in particular were to the design of D&D 4e in 2008? That was not an accident.
I suppose as long as there is legacy content in any medium, there will always be the possibility of debates about which version (or in the case of D&D which edition) was actually best. While I am not an old gronard or hating on 5e like many people do online, I do realize that these type of arguments will always exist and people will have their preferences about which version of whatever game they like best.
I will admit that I am a bit excited about another expansion launch, no I am not talking about Dragonflight, I am talking about Wrath Classic, we all knew it was coming after Blizzard made Classic TBC a thing. I really like the feeling of a full world and servers teeming with new and returning players and I think Wrath Classic will bring that kind of excitement back to wow.
For the horde!!!
Monday, August 15, 2022
My list of the 8 best D&D 5e campaign settings ranked
I wanted to make a video for my channel about this, but alas the best plans...etc. So in lieu of that I am making this post discussing all the settings that have been published by WotC since 5e debuted in 2014 and there have been quite a few, almost as many as source books (all of which I own) with three more coming our way in a few days with the re-introduction of the Spelljammer setting from the second edition days.
So remember this list is fairly subjective and totally my impression of the setting books so if you have a different ranking, that is totally fine and you are entitled to your opinion. Also for this list, I skipped Acquisitions Incorporated since it's such a niche setting and hardly anyone ever plays this from what I can tell, but I am putting Spelljammer at No. 8
OK, so now that we know the ground rules, here we go! Coming in at no. 7: Strixhaven.
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Strixhaven A Curriculum of Chaos, Wizards of the Coast |
As many of you probably know, this is one of three setting books based on Magic the Gathering, and in my opinion, the least interesting of the trio. I know some will disagree, but there is one thing this book and the others prove: That capitalism is alive and well in 2022 as these many setting books based on a relatively new setting to D&D (compared to Grayhawk or even Spelljammer for example) is proof that Wizards isn't shy about capitalizing on the ongoing popularity of its most successful property to date.
Tuesday, August 2, 2022
Dragons of Stormwreck Isle: Should you pick it up?
- Monsters of the Multiverse: released May 17, 2022. Still not sold on this book, I already own "Volo's Guide to Monsters" and "Mordenkeinen's Tome of Foes" and they are essentially the same monsters with some new streamlined mechanics and tweaks such as the removal of racial bonuses. Also the lore is removed, no thank you, I will stick with the old books.
- Journeys Through the Radiant Citadel: released July 19, 2022. Also not sure about this one, on the one hand, the concept of real world myths which are different than the usual D&D fare of high fantasy and influenced by Dark Ages, Celtic, Norse and other familiar western mythologies is intriguing, and as much as I want to support the POC authors which contributed to this anthology of one-shots, I guess this doesn't pique my interest enough to want to run them or incorporate them into bigger and existing campaigns. Currently I am DMing and playing games in the Forgotten Realms, the default setting for 5e, so it makes more sense for me to incorporate one-shots from, say, "Candlekeep Mysteries," an anthology book that already sits on my shelf.
- Spelljammer Adventures In Space: August 16, 2022. I know a lot of people are hyped about this release, but other than the recognizable Mincs and Boo, I have no connection to this setting, as I did not play a lot of D&D in 1989 when 2e was popular (though I wished I had) I think if I wanted to play a space fantasy RPG I would have chosen to go with Paizo's "Starfinder" or something similar to it eons ago, but it's a personal preference. Not all that hyped about this release tbh. You can preorder the entire set on Amazon and other retailers for about $42 which is actually pretty cheap, considering adventure books run about $50 but I think I will pass for now.
- Starter Set: Dragons of Stormwreck Isle. released Aug. 1, 2022. I think I pretty much covered this one.
- Dragonlance: Shadow of the Dragon Queen: release date, late 2022. This one was quite possibly the one I was mostly excited about, until I read that they had messed with the Kender and were open to making other changes to the Dragonlance lore. No!!! If they change too much, I am sticking to my 2e Dragonlance modules and books, especially the excellent 1e "Dragonlance Adventures" which is still one of my favorite old school campaign setting books.
Sunday, July 31, 2022
The problem with Storm King's Thunder and 5e modules overall
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| "Lear the Giant King" from Dungeon Magazine No. 78 (2000) |
I have been incorporating elements of premade 5e modules into my D&D homebrew which I have been running twice a month at the local library.
With 5e being eight years old now, there is a lot of material that WotC has put out during the years, including a plethora of what we used to refer to as "prefabs," or pre-written campaign modules for DMs to run if they are short on time or to draw inspiration from. After collecting all the source books for DM (except for a few of the campaign settings that I am not that keen on, I am looking at you "Acquisitions Incorporated") I have invested in "Storm King's Thunder", although it is not the latest adventure book I purchased, that would be "Candlekeep Mysteries." which as some of you know, is just a series of one-shots you can drop into your ongoing campaigns.
But even though this book has been out for quite a while (first print 2016 if I am not mistaken) I chose it to represent some of the problems a DM will experience trying to run the adventure as written, and as an example of what Wizards gets right in their pre-written adventure books and why they are sometimes problematic. I won't get too deep into what is wrong with the book, since it has been out a number of years, there is plenty out in the interwebs if you want to read a review or if you are on the fence about picking it up or whether or not to run it.
Instead, I will discuss what attracted me to it and what my plans are with the adventure now that I own it in hopes that others will benefit from such information. Now, first off: Upon careful examination of the story, it was fun to discover that the game designers drew inspiration from many old D&D books, adventures and sources and that it is influenced by the old Shakespeare play "King Lear."
Maybe that is why the adventure starts off with a Dramatis Personae with the main members of the adventure's cast of characters listed in alphabetical order for easy reference. There are a lot of NPCs in this book and the index lists all of them, over 60! Of course, it will be up to the DM and players whether they interact or use them all.
The adventure centers on King Hekaton, the most powerful of the giants, and his daughters and what happens in the aftermath of the shattering of the ordning, a caste system imposed upon Giant society by their gods. The adventure can be ran with the initial chapter in the book which takes PCs from levels 1 to 4 or with other published adventures that accomplish the same thing. Personally, one thing that I find Wizards got right is setting up a lot of their pre-written stories in the Forgotten Realms, so that DMs can theoretically flow players from one to the other seamlessly. At least that was the goal, but of course, this doesn't always work out in practice.
The book does have a nifty handy flowchart which details this and notes that chapter 2 is intended for characters that are level 5 where the PCs can then explore three areas with multiple encounters. This happens again two chapters later where PCs are given the choice between five different areas to explore and again after Chapter 10 where there is a choice of two ways to conclude the adventure.
Michael Selinker's adaptation of the Shakespeare play which was published in the magazine came during that nebulous time in D&D history when the game was transitioning from AD&D 2nd edition into the radical revamp WotC made which eventually led to 3rd edition, but the adaptation still follows 2e rules as evidenced by creatures and NPC stat blocks which still make mention of older game mechanics like THACO. Just like Lear, the protagonist of SKT, King Hekaton has gone missing and part of the adventure hook is for the PCs to go searching for him. Unfortunately, even though the book is rife with tensions and political intrigue concerning the king's court and the turmoil which engulfs it after the king goes missing, and following the events of chapter 2, the largest chunck of the book, Chapter 3 "The Savage Frontier" is dedicated to locations in the Sword Coast that the PCs can explore.
Many critics have pointed out, and I concur, this is where SKT starts to break down as the pages and pages of locations detailed in the book, while interesting, could have been presented as a separate supplement or as part of the Sword Coast Adventurer's Guide.
So here's the bottom line: I don't regret investing in SKT, I remember walking into the hobby shop and going through all the printed adventures looking for a good one to engage my players who are currently embroiled in a combination of a homebrew with elements of the original starter set adventure with portions of the "Essentials Kit" module just to keep things interesting. I remember being excited over the prospect of having a big epic adventure involving the giants as part of our ongoing 5e campaign, but the best way to run this, upon careful study, is to take bits and parts of it and use them separately. This is how a lot of DMs approach 5e prefabs and SKT is no exception.
Chapter 3 does have a useful section and tables for random wilderness encounters, as well as suggested encounters for the many locations of the North such as Amphail, the Grandfather Tree, Beorunna's Well, Icewind Dale and Waterdeep. I have not done a deep study of how interconnected these encounters are in relation to the overall main narrative, but I have seen reviews which suggest that they are not.
In conclusion, it takes a bit of work to incorporate pre-written adventures into existing or homebrews for 5e, but with a little bit of work, a DM can draw inspiration from their story hooks or even lift whole sections without having to run them as written, grabbing encounter and interesting story elements and tweaking them for their own purposes. It is clear to me now that this was the intended consequence of making the Forgotten Realms the default setting for 5e, although of course, there are many other settings including some that are unique to this system including the "Magic the Gathering" inspired setting like Ravnica and Strixhaven.
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| Storm King's Thunder by Wizards of the Coast (2016) |
Saturday, July 16, 2022
Getting ready for RvR: DAOC Classic server on the way?
Book review: D&D Tales from the Table: A campaign Archive
A Target exclusive, this little book is chock full of good ideas. Normally I don't do book reviews on this blog, but because I am away...
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My old 1E AD&D DMG by Gary Gygax. The 1st edition AD&D Dungeon Master's Guide by Gary Gygax is a mess! This statement should n...
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A Target exclusive, this little book is chock full of good ideas. Normally I don't do book reviews on this blog, but because I am away...
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I wanted to make a video for my channel about this, but alas the best plans...etc. So in lieu of that I am making this post discussing all ...








