For some time now, on my radar but not fully explored, have been the Plane Shift products by Wizards of the Coast. The reason being that they were adaptations of the various worlds created for the Magic the Gathering CCG; and to be honest, I haven’t played that since Ice Age, so I wasn’t tracking much except that the game was still “a thing”. However, a combination of writing about Chult, Maztica, and looking into the Tales from the Yawning Portal has changed my online suggestions algorithm and kicked Plane Shift: Ixalan my way. Time for a new review!
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5th Edition
All posts tagged 5th Edition
Last year I embarked on the most in-depth, detailed series of posts for this blog to date, as I dug into the Tomb of Annihilation campaign and sourcebook for 5th Edition Dungeons & Dragons. Thousands of words in, and with dozens of research hours burned, the end result was a three-part series which can be found here. At the end of it, a reader pointed out that in their experience with Adventurers League (AL) material, that some of the issues I had taken up were expanded on. While I stand fast on my DM Guild works position (they are not canon), AL is canon, and deserved a full examination with the same critical eye.
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Elves. One of the founding player races in Dungeons & Dragons, they’ve always been a source of consternation for me, while at the same time being one of my top five favourite non-human, non-monstrous player races. But they have a convoluted history with a lot of internal inconsistencies in D&D, and one that is becoming more convoluted with the upcoming release of Mordenkainen’s Tome of Foes. So it’s time for an intervention, because D&D has a serious elf problem. and by “elf”, I mean Eladrin.
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It’s not inaccurate to say that Dungeons & Dragons is both the largest and most famous fantasy roleplaying game on the planet. But those well deserved accolades don’t mean that it’s the best, or only, fantasy roleplaying experience. Speaking from experience, I know I’m not the only player or DM who’s sat down at one point or another and determined that D&D, while good at what it does, isn’t always the best fit for what you want to do or the playstyle of the group.
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As many before me have stated, Wizards of the Coast (WotC), has been starving us for material. So when something comes out, we tend to pounce on it quickly to see what it reveals about the state of the default campaign setting, seeming directions in creative thought, and whether or not we can incorporate the material into our own games with ease or if there’s going to be some adjustments needed to make it fit smoothly. So here’s the POCGamer review of Xanathar’s Guide to Everything, the latest offering from WotC for the Dungeons& Dragons line.
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