Tag Archives: Review

4e D&D, the After Action Review

It is safe to say, without much doubt, that the 4th Edition of Dungeons & Dragons (4e D&D) is the most contentious edition of the game ever to issued by either TSR or Wizards of the Coast (WotC). It was also the shortest-lived edition since the game made the leap from the 1974 “Original D&D” to Basic and 1st Edition in 1977, lasting only four years (2008-2012) before work on its replacement started. So what happened? How did everything unfold so disastrously? This post is going to be an AAR (after action review) of 4e D&D.
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Editions War Part Four: 3/3.5e D&D

By the late 1990’s, TSR was in trouble. Despite having a firm basis in pen’n’paper RPGs, they fell behind Games Workshop and Wizards of the Coast in terms in volume sold. Despite not being in the same market as WotC at the time (they were focused on Magic the Gathering), and only tangentially competing with GW (whose Warhammer Fantasy RPG was available, but secondary to their miniatures), they made a push in the mid nineties to seize overall gaming supremacy, which backfired badly in 1996. Facing insolvency, TSR was forced to sell itself to WotC to remain in business.

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Xanathar’s Guide to Everything Review

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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Tomb of Annihilation Review Part 3: World Building

This has been one of the hardest posts I’ve written to date, largely because it kept opening up entirely new venues of examination and thought. In all seriousness, I’ve written something close to 8000+/- words in various drafts for this. This is the final installment of the Tomb of Annihilation (ToA) review, where I’m looking at the world building that went into the module, use of canon, its integration with other 5e products and the Forgotten Realms Campaign Setting (FRCS), and how perceptions and anchoring acted to influence planning and writing in my estimation based on the resulting product. If you haven’t already, check out the first installments of this review! [1][2]
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Editions War Part Three: 2e AD&D

In 1985, TSR’s board of directors removed Gary Gygax from the company, and after some litigation about intellectual property rights over characters and the Greyhawk campaign setting, which ultimately led to a payout, the company embarked on a new era in gaming. They’d learned a bit from the development of 1e AD&D, and the Satanic Panic that they’d been dragged into. Then, in 1989, they released the first book for 2e AD&D.
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