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Showing posts with label Dungeons & Dragons Adventurer. Show all posts
Showing posts with label Dungeons & Dragons Adventurer. Show all posts

Friday, 20 June 2025

[Free RPG Day 2025] The Dying Light of Castle Whiterock

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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Castle Whiterock: The Dying Light of Castle Whiterock is a preview and adventure for Castle Whiterock: The Greatest Dungeon Story Ever Told published by Goodman Games. It comes with a bit of backstory and is the subject of a forthcoming crowdfunding campaign. This crowdfunding campaign brings back and updates Dungeon Crawl Classics #51: Castle Whiterock, originally published in 2007. Further, Dungeon Crawl Classics #51: Castle Whiterock received its own preview for Free RPG Day, in 2007, in the form of Dungeon Crawl Classics #51.5: The Sinister Secret of Whiterock. Now both Dungeon Crawl Classics #51: Castle Whiterock and Dungeon Crawl Classics #51.5: The Sinister Secret of Whiterock were written for use with Dungeons & Dragons 3.5, but both Castle Whiterock: The Dying Light of Castle Whiterock and Castle Whiterock: The Greatest Dungeon Story Ever Told are written for use with two separate roleplaying games. These are the Dungeon Crawl Classics Role Playing Game and Dungeons & Dragons, Fifth Edition.

Castle Whiterock: The Dying Light of Castle Whiterock is an adventure for Second Level Player Characters for Dungeons & Dragons, Fifth Edition and is an adventure for First Level Player Characters for Dungeon Crawl Classics. It is written for use by the Judge in Dungeon Crawl Classics and the Dungeon Master in Dungeons & Dragons, Fifth Edition, so there is a lot of technical phrasing and terminology for both games throughout the adventure. This begins with a conversion guide between the two roleplaying games, which covers Level ranges and attribute, saving throw, difficulty class, and damage descriptor equivalents between the two, as well as an explanation of how Advantage and Disadvantage are handled in both. It is an interesting read which explores the differences between the two and how they handle various aspects of similar game play.

The scenario, Castle Whiterock: The Dying Light of Castle Whiterock, opens with news that a beacon of light has been seen shining out of a suddenly revealed watch tower, known as Swornlight Tower, over Galena Pass in the Ul-Dominor Mountains. The Player Characters may be simply travelling through the pass and want to investigate or look for refuge; they may have been sent by the Merchant-Lord, Nigel the Bald, to look for some missing merchants; or a monastic order of scholars, the Order of the Dawning Sun, seek to claim the watchtower, and so employ the Player Characters to clear it out of any dangerous creatures which have made their home within the walls.

The adventure begins with the Player Characters outside a crack in the rock below the watchtower. They can either explore the crack or make the difficult climb up the rock to the top of the exposed watch tower where they find weird moths circling the light. Inside, they will find signs that the watchtower has long been abandoned, covered with rock and debris, some of it filling the windows and flowing into rooms, as well as signs of recent occupation. This is by a lone monk of the Order of the Dawning Sun, who will be more than felicitous in his welcoming the adventurers, apologising for the traps he has laid to protect himself against intruders, and offering them food and ale. The Player Characters may have some idea that there is something wrong in the watchtower, depending upon their means of access. If they climb to the top and descend down through the floors, they will discover hints that something weird is going on, whereas if they enter from below via the crack, they will certainly pick up hints from the monk’s demeanour… There are some nice moments of horror in the tower and the monk is ever so slightly creepy.

Ultimately, the secret of Swornlight Tower will be revealed to the Player Characters in the antechamber below the tower following a tough little combat puzzle. This also sets them up for the scenario’s final confrontation and if successful, prepares for further exploration of Castle Whiterock when Castle Whiterock: The Greatest Dungeon Story Ever Told is published. There is potential that the Player Characters may suffer a curse during the adventure, but lifting it lies outside of the scope of the Castle Whiterock: The Dying Light of Castle Whiterock.

Rounding out Castle Whiterock: The Dying Light of Castle Whiterock is a pair of appendices. The first contains stats and descriptions for the monsters and NPCs in the adventure. The second details the two new magical items available in the campaign and two handouts which help lay the groundwork for the final confrontation and the puzzle before it.

Physically, Castle Whiterock: The Dying Light of Castle Whiterock is cleanly and tidily laid out. The look of the scenario feels like a blend of the two layout styles used by Goodman Games, one for Dungeon Crawl Classics and one for Dungeons & Dragons, Fifth Edition. The cartography is very clear though is done in an overhead view rather than the isomorphic view normally used for Dungeon Crawl Classics. The artwork has some creepy moments that are very appropriate to the scenes they accompany.

Castle Whiterock: The Dying Light of Castle Whiterock can be run on its own, inserted into a Judge’s or Dungeon Master’s own campaign, or it can be run as a prequel to Castle Whiterock: The Greatest Dungeon Story Ever Told. Either way, this is a creepy, slightly horrifying scenario that works as written, but better as a prequel to Castle Whiterock: The Greatest Dungeon Story Ever Told.

Friday, 3 November 2023

Magazine Madness 26: Dungeons & Dragons Adventurer Issue 3

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

—oOo—

The first thing you notice about Dungeons & Dragons Adventurer Issue 3 is not the free gift that comes with the issue, but the price. It is almost double that of Dungeons & Dragons Adventurer Issue 2 and almost four times that of Dungeons & Dragons Adventurer Issue 1. This though is not unexpected. Published by Hachette Partworks Ltd., Dungeons & Dragons Adventurer is after all, a partwork. A partwork is an ongoing series of magazine-like issues that together form a completed set of a collection or a reference work. In the case of Dungeons & Dragons Adventurer, it is designed to introduce the reader to the world and the play of Dungeons & Dragons, specifically, Dungeons & Dragons, Fifth Edition. With the tag line, ‘Learn – Play – Explore’, over the course of multiple issues the reader will learn about Dungeons & Dragons, how it is played and what options it offers, the worlds it opens up to explore, and support this with content that can be brought to the table and played. Over the course of eighty issues, it will create a complete reference work for Dungeons & Dragons, Fifth Edition, provide scenarios and adventures that can be played, and support it with dice, miniatures, and more. The first issue of any partwork will always be inexpensive, the second issue more expensive, and the third and subsequent issues full price. The first issue, if not the second, is a loss leader, designed to pull the buyer in, and hopefully engage him enough to purchase further issues or even subscribe. So it is with Dungeons & Dragons Adventurer.

Dungeons & Dragons Adventurer Issue 3 does, of course, include a free gift. This is a set of character miniatures, essentially done in full colour on acrylic sheets. The four correspond to the four Player Characters given characters in Dungeons & Dragons Adventurer Issue 1. Thus they include a Human Rogue, a Hill Dwarf Cleric, a Wood Elf Fighter, and a Halfling Wizard. The tallest stands about twenty millimetres tall and each comes with a clear plastic base. They are easy to assemble and perfectly serviceable. It is a pity that there are no tokens included to represent any of the monsters that have appeared in each of the three issues of the partwork to date.

Issues of Dungeons & Dragons Adventurer contain sections dedicated to the seven gameplay elements—‘Sage Advice’, ‘Character Creation’, ‘The Dungeon Master’, ‘Spellcasting’, ‘Combat’, ‘Encounters’, and ‘Lore’—of Dungeons & Dragons, Fifth Edition. Dungeons & Dragons Adventurer Issue 3 focuses on just three of these—‘Sage Advice’, ‘Character Creation’, and ‘Lore’, although it does also include an ‘Encounter’ which is exclusive to the partwork. The ‘Sage Advice’ looks at the one thing and explains how it works. Or rather several things and explains how they work. These are ‘Conditions’ which covers Blinded, Charmed, Frightened, Restrained, and more. These are clearly and simply explained.

‘Character Creation’ covers several background aspects to the process. ‘Introduction to Skills’ provides exactly that along with an explanation of skill proficiencies and it is accompanied by ‘Skills Explained’, which details each of the skills in Dungeons & Dragons, Fifth Edition. Unlike in the previous issues where only the one is detailed; Dungeons & Dragons Adventurer Issue 3 describes two species. One is the ‘Elves’, the other is the ‘Halflings’. For the former, various Mythical Lineages are mentioned for Elves in Faerûn, such as winged Avariel and the shape changing Lythari, along with the Wood Elves, Sun Elves, Moon Elves, and Drow. Also given is some background to the arrival of the Elves in Faerûn and the cause of the Crown wars. Similar treatment is accorded to the latter, though the Halflings will feel much the same as in other fantasy settings.

The Wizard is the subject of much of the rest of the issue. ‘Wizard’ provides description of the Class, what Wizards do, their desire for knowledge, the importance of their spellbooks, the various schools of magic. Its companion piece is ‘Wizard Features’. Or rather, ‘Wizard Feature’, for whilst the Wizard cannot necessarily do quite as much as other Classes, this article looks at just the one, which is its spellcasting ability. Thus its looks at how the Spell Attack Bonus and the Spell Save DC works for the Wizard and then how a Wizard’s spellbook is used, how Arcane Recovery works, and what cantrips are. In comparison to the ‘Rogue Features’ article from Dungeons & Dragons Adventurer Issue 2, which just looked at the Backstab feature, ‘Wizard Features’ does not feel as one-note. For although it is covering the one feature, that is, spellcasting, there are several aspects to its subject, it is talking about more than the one thing. On the downside, it does feel more technical and of course, it is. Learning and casting spells is always going to be more technical than stabbing someone in the back. 

Penultimately, as is now traditional in the partwork, the ‘Lore’ section proves to the shortest section in Dungeons & Dragons Adventurer Issue 3. ‘The Red Wizards’ continues the issue’s theme of wizards by examining the primary wizarding threat of the Forgotten Realms. This includes a description of their towering plateau home of Thay with its volcanically ashen skies, their lich leader, Szass Tam, explains what a lich is, and notes how Thay interacts with other nations, and in particular, how Red Wizards explore the surrounding lands in search of power and influence. It is a solid overview that nicely prepares the Dungeon Master for the last part of the issue.

As has also become traditional, the last part of Dungeons & Dragons Adventurer Issue 3 includes an encounter that at six pages long, is the longest section in the issue. In keeping with the issue’s wizardly theme, the encounter, ‘Adventure 1 – 3 The Tower of Iron Will’, not only involves a wizard, it involves one of the infamous Red Wizards of Thay! As with other encounters in the partwork, it is set in and around the village of Phandalin, in the Forgotten Realms, more recently detailed in the campaign, Phendelver and Below: The Shattered Obelisk. The Player Characters are hired by Sister Garaele, an Elf Cleric of Tymora, who maintains a temple of luck and good fortune in the village. A few days ago, she sent a scout, Naivara Rothenel, to investigate an observatory in the mountains nearby where she knew a Red Wizard had taken up residence. She wanted to know if the Red Wizard posed a threat to Phandalin and the surrounding region. Unfortunately, Naivara Rothenel has not returned and now Sister Garaele wants to find out what has happened to her. The encounter proper begins outside the observatory. The building consists of just eight locations, all quite detailed and all quite eerie, dark, and gloomy as it appears to have been abandoned. There is a small mystery here to be solved and a fight or two to be had, and the tone of the encounter is creepy and weird, but quite constrained. Since Dungeons & Dragons Adventurer Issue 3 was published in October prior to Halloween, the ghostly nature of the encounter feels timely and appropriate.

Physically, Dungeons & Dragons Adventurer Issue 3 is very well presented, in full colour using the Dungeons & Dragons, Fifth Edition trade dress and lots and lots of Dungeons & Dragons, Fifth Edition artwork. So, the production values are high, colourful, and the writing is supported with lots of ‘Top Tip’ sections. The result is that Dungeons & Dragons Adventurer Issue 3 is as physically engaging as the first two issues, but the glued together spine and disparate nature of the contents highlight how the partwork is designed to be pulled apart and its pages slotted into the binders that will be available for Dungeons & Dragons Adventurer as a whole.

Now that Dungeons & Dragons Adventurer has reached its standard price, the question of whether it offers good value for money is difficult one to answer. Given their cheaper prices, the first two issues undoubtedly did, especially Dungeons & Dragons Adventurer Issue 1. Of course, price was always going to rise. This is how partworks work. So undoubtedly, Dungeons & Dragons Adventurer Issue 3 does not offer as much good value for money as either Dungeons & Dragons Adventurer Issue 1 or Dungeons & Dragons Adventurer Issue 2. Yet what it does offer is a reasonable set of plastic miniatures, some solid and useful information if you are new to Dungeons & Dragons, and an encounter that can be run in a couple of hours involving five people at a price less than that of a cinema ticket. In addition, it is strongly themed, from looking at Player Character Wizards and enemy Wizards to facing one of them in the issue’s encounter. And if the players have seen the film, Dungeons & Dragons: No Honour Among Thieves, they get the added bonus of facing a Red Wizard of Thay, so they get to be like the heroes they saw on screen. Further, the encounter, ‘Adventure 1 – 3 The Tower of Iron Will’ is exclusive to Dungeons & Dragons Adventurer and it does tie in with the campaign, Phendelver and Below: The Shattered Obelisk. So, there is value there if you look for it, and of course, it has to be remembered that Dungeons & Dragons Adventurer is not aimed at the veteran Dungeons & Dragons player or Dungeon Master, but those new to the roleplaying game and those wanting to learn at a gentler pace. For the veteran Dungeons & Dragons player or Dungeon Master, the extras like the miniatures in this issue and exclusivity of the encounter may well appeal to the collector.

Overall, Dungeons & Dragons Adventurer Issue 3 is better than you might think. It still feels expensive for what get, but for learning the world’s most popular roleplaying game at a stately pace with a gift thrown in, it is worth looking at.

Where
Dungeons & Dragons Adventurer Issue 1 was undoubtedly great value for money, Dungeons & Dragons Adventurer Issue 2 does not represent as good value as that first issue did. Which is to be expected. This is how a partwork works. For the prospective Dungeon Master, the encounter, ‘Adventure 1 – 2 The Forgotten Vault’ is a decent enough continuation of ‘Adventure 1 – 1 King of the Hill’ from Dungeons & Dragons Adventurer Issue 1, especially if added to the Phandelver and Below – The Shattered Obelisk campaign. However it is used, the encounter at least offers a couple of hours’ worth of play. In fact, an experienced Dungeon Master could run both encounters in the space of an evening or afternoon. Overall, Dungeons & Dragons Adventurer Issue 2 is a good continuation of Dungeons & Dragons Adventurer Issue 1, but not as good as Dungeons & Dragons Adventurer Issue 1.

Friday, 13 October 2023

Magazine Madness 24: Dungeons & Dragons Adventurer Issue 2

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

—oOo—

The first thing you notice about Dungeons & Dragons Adventurer Issue 2 is the dice. Of course, you are meant to. A set of yellow polyhedral dice with white lettering against the dark background of the cover to Dungeons & Dragons Adventurer Issue 2? It stands out. After all, what gamer does not like a set of dice? And they are nice dice. They sit on the front of the second issue of Dungeons & Dragons Adventurer, a partwork from Hachette Partworks Ltd. A partwork is an ongoing series of magazine-like issues that together form a completed set of a collection or a reference work. In the case of Dungeons & Dragons Adventurer, it is designed to introduce the reader to the world and the play of Dungeons & Dragons, specifically, Dungeons & Dragons, Fifth Edition. With the tag line, ‘Learn – Play – Explore’, over the course of multiple issues the reader will learn about Dungeons & Dragons, how it is played and what options it offers, the worlds it opens up to explore, and support this with content that can be brought to the table and played. Over the course of eighty issues, it will create a complete reference work for Dungeons & Dragons, Fifth Edition, provide scenarios and adventures that can be played, and support it with dice, miniatures, and more.

Dungeons & Dragons Adventurer Issue 2 does not just come with the dice. There is the second issue of the magazine, there is a very sturdy map of part of Faerün, and of course, there is advertising for the forthcoming issues of the partwork and their bonus content, as well as the advantages of subscribing. If that does not sound quite as much as came with Dungeons & Dragons Adventurer Issue 1, then you would be correct. The most obvious difference is that the dice with this issue are not official Dungeons & Dragons dice and they do not come in a tin—meaning that players will have to find something else to store them in until either an issue of Dungeons & Dragons Adventurer comes with a free dice bag or that fabled ‘dice jail’. At the same time, the price of Dungeons & Dragons Adventurer Issue 2 has risen in comparison to the Dungeons & Dragons Adventurer Issue 1. This though is perfectly normal for the partwork format, the first two issues being cheaper than the third and subsequent issues which will be priced at the full rate. Essentially, the first issue is always priced so as to be very pocket friendly, engage the purchaser, and hopefully encourage him to purchase future issues, exactly as you would expect for a loss leader.

So what of the content in Dungeons & Dragons Adventurer Issue 2? Although not as attractively—or even at all
packaged as the dice in the premiere issue, the dice are decent and having more dice around the table is always a good thing, whether playing the encounters given in Dungeons & Dragons Adventurer or not. The map depicts the area of the Sword Coast east of the city of Neverwinter. It is excerpted from the map included in the Sword Coast Adventurer’s Guide for Dungeons & Dragons, Fifth Edition. Measuring twenty-two by thirty inches and marked in five-mile wide hexes, it covers an area from The Crags in the north to the Mere of Dead Men and Kryptgarden Forest in the south, and from Neverwinter on the coast to the Starmetal Hills and the Sword Mountains in the east. It is done in full colour, on very sturdy paper, and is really rather fetching. As with the included encounter in Dungeons & Dragons Adventurer Issue 2, the map ties in with the original Dungeons & Dragons Starter Set and also the more recent release from Wizards of the Coast, Phandelver and Below – The Shattered Obelisk.

The magazine part of Dungeons & Dragons Adventurer Issue 2 is just twenty-four pages in length. Issues contain sections dedicated to the seven gameplay elements—‘Sage Advice’, ‘Character Creation’, ‘The Dungeon Master’, ‘Spellcasting’, ‘Combat’, ‘Encounters’, and ‘Lore’—of Dungeons & Dragons, Fifth Edition. Dungeons & Dragons Adventurer Issue 2 focuses on just three of these—‘Sage Advice’, ‘Character Creation’, and ‘Lore’, although it does also include an ‘Encounter’ which is exclusive to the partwork. The ‘Sage Advice’ looks at three things and explains how they work. The first is ‘Advantage, Disadvantage, & Inspiration’ which examines the key mechanic introduced to Dungeons & Dragons and the wider hobby back in 2014. A decade on, these are well worn mechanics, tried and tested, whilst Inspiration was the very first roleplaying mechanic introduced to Dungeons & Dragons after being in print for forty years! Advantage and Disadvantage are simple mechanics and easy to grasp and use in play. Here Disadvantage is not quite as well explained as Advantage though. Bardic Inspiration is mentioned too, but its explanation is left for another issue of the partwork to explain. The ‘Rule of Cool’ is discussed and the prospective Dungeon Master is encouraged to employ it.

The second is ‘Resting and Hit Dice’. This covers the concepts of the Long Rest and the Short Rest, before the third, ‘Spellcasting Explained’ covers how spells are cast for both Wizards and Clerics. Spells are broken down into their components and their duration, the differences between Spell Level and Player Character Level are also explained, how Concentration works, and how spells are prepared. Everything is well explained and easy to read.

‘Character Creation’ looks at just two things. The first is Humans as a species in Dungeons & Dragons, Fifth Edition, including mention of notable Humans such as Elminster and Minsc (plus Boo, his miniature Space Hamster companion), whilst the second is the Rogue Class. This highlights the flexibility of the role, whether as thief or diplomat or investigator, and its reliance on stealth, dextrous action, precision, and in some situations, charm. As well as discussing Rogues in the Forgotten Realms, its companion piece is ‘Rogue Features’. Or rather, ‘Rogue Feature’, for although the Rogue as a Class can do rather a lot, the only feature discussed is the Sneak Attack. It is all solid information, but it highlights one of the downsides of the partwork. This is that only one aspect of a subject is going to be covered in a partwork. In this case, it is the Sneak Attack of the Rogue. The other abilities of the Rogue, even those available at First Level, will have to wait for a future issue.

Penultimately, the ‘Lore’ section proves to the shortest section in Dungeons & Dragons Adventurer Issue 2. It simply provides a two-page overview of the Forgotten Realms, serving as a straightforward introduction. The last section in the issue of this partwork is an ‘Encounter’ which at six pages long, is the longest section in the issue. ‘Adventure 1 – 2 The Forgotten Vault’ effectively introduces the players and their characters to their first dungeon. Where ‘Adventure 1 – 1 King of the Hill’ from Dungeons & Dragons Adventurer Issue 1 is set in the village of Phandalin, ‘Adventure 1 – 2 The Forgotten Vault’ takes the Player Characters away from it and under the eaves of Neverwinter Wood. They are hired by Daran Eldermath, a Half-Elf adventurer who has retired to Phandalin, to help him relocate a villa he explored and mapped years ago, but which he strangely forgot about. Once there, he wants them to recover a beautiful statue of an elf queen. The villa has long fallen into ruin and been grown over, but the vault is intact, although partially split by an underground river. The adventure comes with a map that the Dungeon Master can use as a handout and consists of just six locations. It is seeded with a trap, there is a physical obstacle in the form of the river, and there a couple of fun monsters. The scenario is short, designed to be played in an hour or two, ideally with the pre-generated Player Characters included with Dungeons & Dragons Adventurer Issue 1. There is advice—or DM Tips—throughout as well. ‘Adventure 1 – 2 The Forgotten Vault’ is a decent encounter, nicely introduces the concepts of dungeoneering play in Dungeons & Dragons, Fifth Edition.

Physically, Dungeons & Dragons Adventurer Issue 2 is very well presented, in full colour using the Dungeons & Dragons, Fifth Edition trade dress and lots and lots of Dungeons & Dragons, Fifth Edition artwork. So, the production values are high, colourful, and the writing is supported with lots of ‘Top Tip’ sections. The result is that Dungeons & Dragons Adventurer Issue 2 is as physically engaging as the first issue, a nice touch being that even the backing board holding the bagged issue even has Dungeons & Dragons artwork on it where you cannot see it until you pull the bag from the board. However, the glued together spine and disparate nature of the contents highlight how the partwork is designed to be pulled apart and its pages slotted into the binders that will be available for Dungeons & Dragons Adventurer as a whole.

Where
Dungeons & Dragons Adventurer Issue 1 was undoubtedly great value for money, Dungeons & Dragons Adventurer Issue 2 does not represent as good value as that first issue did. Which is to be expected. This is how a partwork works. For the prospective Dungeon Master, the encounter, ‘Adventure 1 – 2 The Forgotten Vault’ is a decent enough continuation of ‘Adventure 1 – 1 King of the Hill’ from Dungeons & Dragons Adventurer Issue 1, especially if added to the Phandelver and Below – The Shattered Obelisk campaign. However it is used, the encounter at least offers a couple of hours’ worth of play. In fact, an experienced Dungeon Master could run both encounters in the space of an evening or afternoon. Overall, Dungeons & Dragons Adventurer Issue 2 is a good continuation of Dungeons & Dragons Adventurer Issue 1, but not as good as Dungeons & Dragons Adventurer Issue 1.

Saturday, 23 September 2023

Magazine Madness 23: Dungeons & Dragons Adventurer Issue 1

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

—oOo—

The first thing you notice about Dungeons & Dragons Adventurer Issue 1 is the dice. Of course, you are meant to. A set of black polyhedral dice with red lettering in a silver tin on a red cardboard background. It stands out. After all, what gamer does not like a set of dice? And they are nice dice. They sit on the front of the first issue of Dungeons & Dragons Adventurer, a partwork from Hachette Partworks Ltd. A partwork is an ongoing series of magazine-like issues that together form a completed set of a collection or a reference work. In the case of Dungeons & Dragons Adventurer, it is designed to introduce the reader to the world and the play of Dungeons & Dragons, specifically, Dungeons & Dragons, Fifth Edition. With the tag line, ‘Learn – Play – Explore’, over the course of multiple issues the reader will learn about Dungeons & Dragons, how it is played and what options it offers, the worlds it opens up to explore, and support this with content that can be brought to the table and played. Over the course of eighty issues, it will create a complete reference work for Dungeons & Dragons, Fifth Edition, provide scenarios and adventures that can be played, and support it with dice, miniatures, and more.

Dungeons & Dragons Adventurer Issue 1 does not just come with the dice. There is the first issue of the magazine, there is the ‘Introduction to Combat’, there are four ready-to-play character sheets, and there is advertising. The main item is Dungeons & Dragons Adventurer Issue 1. Future issues of the partwork will include sections dedicated to the seven gameplay elements—‘Sage Advice’, ‘Character Creation’, ‘The Dungeon Master’, ‘Spellcasting’, ‘Combat’, ‘Encounters’, and ‘Lore’—of Dungeons & Dragons, Fifth Edition, but Dungeons & Dragons Adventurer Issue 1 concentrates on ‘Sage Advice’, ‘Character Creation’, and ‘Lore’. This starts with the basics of play, ‘The World of D&D’, ‘The Structure of Play’, and more… Notably, in ‘The World of D&D’ it mentions several worlds, including Dark Sun and Ravenloft, but notes that the Forgotten Realms is where all of the adventures to come in Dungeons & Dragons Adventurer will be set. It mentions the origins of the roleplaying game too and its creators, alongside a photograph of the original Dungeons & Dragons. Then it explains the ‘Structure of Play’, how the dice work and the concept of Difficulty Classes, the role of the Dungeon Master, and then it breaks down the elements of a Player Character, including Species and Class, equipment, and more. This includes the backgrounds for the four pre-generated Player Characters included in Dungeons & Dragons Adventurer Issue 1. There is advice too, throughout. Some of this is done in ‘Top Tip’ boxes, split between those for the Dungeon Master and those for the player. For example, a ‘DM Tip Top’ gives advice on how to present an NPC using a one sentence description and motivation, whilst a player ‘Top Tip’ suggests that he think about not just his character’s best qualities and abilities, but also his worst, in particular, as a means to aid in roleplaying the character. Elsewhere the advice is more general, covering aspects such as the Session Zero, the lack of necessity to know all of the rules to play and run the game, and rolling the dice behind the screen. The latter is perhaps the most controversial piece in Dungeons & Dragons Adventurer Issue 1 suggesting as it does that the Dungeon Master use a screen to anonymise her dice results in order to prevent an unnecessary party death if she is rolling particularly well.

Is this good advice? Well, yes and no. Yes, because you do not want the players to necessarily fail on their first encounter or exposure to Dungeons & Dragons, Fifth Edition and because if they do, there is no real advice as to what to do next in the pages of Dungeons & Dragons Adventurer Issue 1 in the event of Player Character death. Yes, because the publisher wants the Dungeon Master and her players to remain interested in Dungeons & Dragons, Fifth edition, and thus, Dungeons & Dragons Adventurer. Yet no because it is not entirely fair on the game itself which relies on the randomness of the dice rolls and the possibility of death is part of the game itself. It will be interesting to see how this issue is addressed in future issues.

The ’Lore’ section in Dungeons & Dragons Adventurer Issue 1 describes the town of Phandalin, the location for the scenario from the original Dungeons & Dragons Starter Set and also the more recent release from Wizards of the Coast, Phandelver and Below – The Shattered Obelisk. It gives a one-page introduction to the town in readiness for the ‘New & Exclusive Adventure’ in Dungeons & Dragons Adventurer Issue 1, which is more of a detailed Encounter rather than a full adventure. It is, nevertheless, described as ‘Adventure 1 – 1 King of the Hill’, so that suggested that there is more of the adventure to come. ‘King under the Hill’ is set in the Stonehill Inn in Phandalin. It is intended to be played in one or two hours and involves a mix of combat and exploration with a little roleplaying thrown in. It is clearly explained, involves just the two linked monsters, and as with the rest of the magazine, there are DM Top Tips throughout such as describing particular feature of one of the monsters and reminding the Dungeon Master should describing the scene for her players and asking them what they want to do next. It is all clearly presented and easy to read from the page. In addition, the events of ‘King under the Hill’ are tied into Phandelver and Below – The Shattered Obelisk so that a Dungeon Master could add this encounter to that campaign if she wanted.

In comparison to the rest of Dungeons & Dragons Adventurer Issue 1, the included bonus ‘Introduction to Combat’ booklet is digest sized and has wire hoops to help it sit in the binders designed for the partwork. In eight pages, the booklet takes the reader through ‘The Rules of Engagement’, covering surprise, establishing positions, initiative, actions such as attacking, casting spells, helping, hiding, and more, before explaining Hit Points and damage and its effects. Then, in the ‘Combat Example’ it gives an example of combat using the pre-generated Player Characters included with Dungeons & Dragons Adventurer Issue 1 and the scenario, ‘King under the Hill’. It is designed to show how a round or two of combat could play out rather than should.

The four Player Characters in Dungeons & Dragons Adventurer Issue 1 have their own sheet each. They include a Human Rogue with the Charlatan background, a Hill Dwarf Cleric with the Acolyte background, a Wood Elf with Outlander background, and a Halfling Wizard with the Sage background. They are done on standard Dungeons & Dragons character sheets and are completely filled with all of the details needed to play, including a range of spells for both the Cleric and Wizard. They lack background on the sheets though, but otherwise they are fine.

Then, of course, there is the advertising, all pushing the reader to subscribe to future issues of Dungeons & Dragons Adventurer. The simplest of this is a request to the reader’s nearest newsagent to reserve forthcoming copies, but the more complex highlights the Special Subscription Offer and the free gifts that the reader will receive if he decides to subscribe. These include more dice, a dice tray, binders for issues of Dungeons & Dragons Adventurer, and so. Perhaps the most ridiculous of these the ‘Dice Jail’, a wooden mini-dice jail into which a player can temporarily imprison dice because they have been rolling badly. The six-page flyer is a mixture of the informative and the advertising, providing a good overview of Dungeons & Dragons at the actual table with a photograph also used in the first issue of Dungeons & Dragons Adventurer. It includes a quick and dirty overview of the seven gameplay elements— ‘Sage Advice’, ‘Character Creation’, ‘The Dungeon Master’, ‘Spellcasting’, ‘Combat’, ‘Encounters’, and ‘Lore’—and just some of the extras that will accompany future issues. It all feels unrelenting and over the top, but its inclusion is understandable.

Penultimately, consider this. Bar the Dungeons & Dragons Annual, it is difficult to identify anything to have been published for the current edition of Dungeons & Dragons, let alone prior editions, in the United Kingdom since the days of TSR (UK) and the mid-eighties. Dungeons & Dragons Adventurer Issue 1 might very well be the first in several decades, and unlike the Dungeons & Dragons Annual, what Dungeons & Dragons Adventurer Issue 1 does is show the reader what the roleplaying game is like and how it is played, rather than simply telling him.

Ultimately, there is the cost to consider with Dungeons & Dragons Adventurer. There is no denying that Dungeons & Dragons Adventurer Issue 1 is inexpensive, but that is how the partwork concept works. The first issue or two is inexpensive to draw the purchaser in, its contents designed to entice him to buy further issues or even subscribe. However, as the subject of a partwork, Dungeons & Dragons Adventurer is going to be different to other partworks, which traditionally collect a series of figurines or the parts of a big model. Dungeons & Dragons already exists as a complete game in its own right and a gamer need not collect any of Dungeons & Dragons Adventurer to start playing. He can just buy the core rules or purchase a starter set. What Dungeons & Dragons Adventurer offers as an alternative is a gentler introduction to the roleplaying game, released in easily digestible and playable issue. Plus of course, the gifts that come with the issues. It is eighty issues though and that though does come to a grand total of £770. It is as they say a definite investment in Dungeons & Dragons.

Physically, Dungeons & Dragons Adventurer Issue 1 is very well presented, in full colour using the Dungeons & Dragons, Fifth Edition trade dress and lots and lots of Dungeons & Dragons, Fifth Edition artwork. So, the production values are high, colourful, and the writing is supported with lots of ‘Top Tip’ sections. The result is that Dungeons & Dragons Adventurer Issue 1 is physically engaging. The core of it though, differs from a traditional magazine. Dungeons & Dragons Adventurer Issue 1 and the pre-generated Player Characters are glued together and designed to split and store in the partwork’s binders.

There is no denying that Dungeons & Dragons Adventurer Issue 1 is great value for money. The set of Dungeons & Dragons dice with the tin is worth the price alone, and that may well be the only reason that some purchasers buy it. But if you have never played Dungeons & Dragons then not only do you get your own set of dice, but you also get something that is easy to sit down and digest, prepare, and then explain and run in the space of an evening. By the end of session, both Dungeon Master and her players should have a good idea of how the roleplaying game is played and know whether they want to continue with Dungeons & Dragons Adventurer Issue 2—or even leap to the full Dungeons & Dragons experience. Dungeons & Dragons Adventurer Issue 1 is quite possibly the most cost-effective introduction to Dungeons & Dragons to have been released to the general public.