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Showing posts with label Partwork. Show all posts
Showing posts with label Partwork. Show all posts

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.

Friday, 19 April 2019

[Fanzine Focus XIV] Megadungeon #2

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Megadungeon is a fanzine of a different stripe. Published by Hack & Slash Publishing, it is designed for use with Basic Dungeons & Dragons and Expert Dungeons & Dragons as well as Dungeons & Dragons, Fifth Edition. This marks it out as being unlike many other fanzines, but further, Megadungeon is different because it is devoted to the design and philosophy of the huge, expansive dungeons integral to some Dungeons & Dragons settings and Dungeons & Dragons-like settings. In particular, it is devoted to the author’s own megadungeon, Numenhalla. Fundamental to the design is the expansive nature of the megadungeon—it is not finite like dungeons such as Dwimmermount, Rappan Athuk, or Stonehell—and so Numenhalla is found everywhere beneath the Soma of the Gis, the author’s campaign world. Megadungeon #1 introduced the setting, its races, and its gods—essentially a combination of the Greek and Norse pantheons—as well as giving several playable nodes within Numenhalla. Megadungeon #2 continues in the same vein, developing further the philosophy behind the megadungeon’s design, adding nodes for the player characters to explore, new monsters, things to do away from the dungeon, and more.

The issue opens with ‘How Do You Use A Megadungeon?’, which explains the publisher’s approach to running and playing a megadungeon. Fundamentally, they are not adventure paths or sandboxs, but expeditions in the truest sense wherein the limits of encumbrance, time and light, movement and vision, all matter. They are expeditions into the unknown to gain knowledge, to probe the megadungeon’s empty spaces in search of areas occupied by threats, rivals, and other dangers. As interlopers the player characters should be in danger from the inhabitants of the megadungeon as much as the inhabitants are from the player characters—if not more so. In other words, the megadungeon should be a place of fear and it should able to bite back.

This is followed with ‘Tethys’, an addition to Numenhalla’s pantheon of gods. Mother-daughter to Hera, she is the goddess of the sea, mother of rivers and clouds, who angered her father for her betrayal with her mother and who consequently hid her sword deep in the oceans. This sets up the first node in Megadungeon #2, ‘The Hunting Halls of Tethys’, a maze-like complex built to trap the player characters and confound most attempts at logical exploration. The connection between the two articles is not immediately obvious, but at the heart of the complex lies a shrine to Tethys and it is rumoured that she walks the halls herself, seeking her lost sword. The complex is quite compact, but with almost fifty locations, there is a great deal of gaming to be got out of exploring its tight and twisting halls and rooms. Its write-up includes a handful of rumours and quests to use as hooks to get the player characters to enter its confines and once the player characters have figured how to get out and back in again, for them to return once again to fulfil other quests.

Like all of the nodes detailed in the Megadungeon fanzine, the actual descriptions of individual locations are written in a very terse style, which may well be off putting for some readers. Of course, this allows for easy adaptation to other retroclones and easy elaboration by the Dungeon Master. The compact and concise design of ‘The Hunting Halls of Tethys’ also makes it easy to pull from the pages of the fanzine and add it to a megadungeon of the Dungeon Master’s own design.

Where ‘The Hunting Halls of Tethys’ is a traditional Dungeons & Dragons-style fantasy location, the second node in Megadungeon #2 has a Science Fiction flavour a la Metamorphosis Alpha or S3 Expedition to the Barrier Peaks, full of strange machinery and technology. Despite its anachronistic trappings, ‘Fatal Dark Iron Horror’ is a much more straightforward node to play through, one whose atmosphere echoes that of Alien, but the shift in genre and technology makes the location not as straightforward to adapt or run elsewhere.

‘Town Activities’ explores what characters might do away from the dungeon. This takes place in Arclight above and presents a number of downtime actions that can take months at a time. This includes weapons training, proficiency training (for Dungeons & Dragons, Fifth Edition), training and re-rolling Hit Points, and even their core attributes. They can purchase spell scrolls, retainers,hirelings, and Gorth—the semi-slave race native to this world. Player characters can also groom a protégé, essentially setting up a replacement character in the event of their death, and they can spend out on carousing. This will grant them Experience Points, but such events can go wrong and land them in serious trouble. They can study and conduct research too, but perhaps the most interesting activating is undertaking any one of the quests available at the Guild Hall. These are strictly controlled, so only one can be undertaken at a time and it can only be conducted in the dungeon. When a party returns to the surface, it is deemed to be no longer on the quest, but is free to choose the quest again or another at the Guild Hall. Another party might even select that quest in the meantime. This adds some interesting storytelling and adventuring possibilities, structuring quests episodically, having rivals go on quests that the party has not completed, and so on.

The four ‘Treasure Maps’ enable the Dungeon Master to add links to the nodes given in the issue, whilst the ‘Non-Player Characters’, Professor Snorly, a Third Level Frogling, and Roxby the Lancer, field researcher and Fifth Level Lancer, can be encountered or hired in or outside of Numenhalla. Roxby the Lancer is certainly a spellcaster, one specialising in ray-type spells, but what Professor Snorly is, is unclear. Unfortunately what either is, is not explained and quite what are they is left for the Dungeon Master to develop. ‘Non-Player Character Parties’ details a complete party of NPCs, one of high Level and written somewhat tongue in cheek, so not possibly of immediate use to a Dungeon Master. ‘Dragons’ details two of these creatures. Quexgor Salmagar the Infamous is as much NPC as he is a monster, shapeshifting into a potentially a useful hireling, but not necessarily to be trusted.  Madamagor is more of a traditional creature.

The dragons are not the only creatures described in Megadungeon #2. These include ‘Grey Ranadin’, toad-like abominations considered by some to be gods; ‘Androphagi’, barbaric and nomadic cannibalistic savages whose heads are where their chests should be; the ‘Brutal Beast of Mogyosth’, part-lion, part-bull, part-man, all hunter; and all more. ‘Hengormoth’ are sort of amorphous creatures wanting to change their forms, cruel and militant slavers who welcome mutations to their bodies. Numerous variations are given, but they despite this, their description feels underwritten and lacking in context.

Two authors other than the publisher contribute to Megadungeon #2. John Bell suggests a new design of the venerable wandering monster table in the eponymous ‘Wandering Monster Tables and their (Re)Uses’. Starting from the limitation of the single axis monster table, he suggests adding a second, horizontal axis to turn the table into a grid. This second axis would allow column headings for ‘Lair’, ‘Monster’, ‘Noises’, ‘Tracks’, ‘Spoor’, and ‘Traces’ to be added and the resulting entries enabling the player characters to encounter evidence—indirect and direct—of the monsters in the dungeon or region long before they might run into the creatures themselves. This adds depth to the dungeon or region, but the author also suggests other ways to use it, including building quests, creating a dungeon with minimal effort, or restocking a cleared out area. Overall, a clever idea that warrants further development.

The other contributor to Megadungeon #2 is the player, Chris H. His ‘Tales from the Underground’ rounds out the issue, recounting one of his experiences playing online in what is an odd ending for the fanzine since it means that it steps away from its focus and its remit, that is, the megadungeon and Numenhalla in particular. Here he describes a raid into the castle of the Heart Queen as detailed in A Red & Pleasant Land, the beyond-the-mirror setting which is part Dracula’s Adventures in Wonderland, part Alice’s holiday letters from Transylvania. Nevertheless, it is an enjoyable read and interesting to see other groups play and run a setting.

Physically, Megadungeon #2 is cleanly and neatly presented. It needs an edit in places and the issue is illustrated with a lot of publically available artwork. The issue’s writing is problematic though, the publisher's terse style working for the megadungeon node write-ups, but not for the monster or NPC descriptions, many of which leave the reader wanting just a little more context and background.

As much as Megadungeon is dedicated to Numenhalla, the publisher’s megadungeon, not all of Megadungeon #2 is devoted to it. Yet those articles which are devoted to it are undeniably the best of the entries in Megadungeon #2—‘The Hunting Halls of Tethys’ and ‘Town Activities’ in particular—and equally the easiest to pull from the issue and use elsewhere. The other articles in Megadungeon #2 are not as interesting or as useful, several being underwritten and lacking easy application. Overall, Megadungeon #2 is something to dip into and take from rather than use as a whole.

Friday, 24 August 2018

Fanzine Focus XIII: Megadungeon #1

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Megadungeon is a fanzine of a different stripe. Published by Hack & Slash Publishing, it is designed for use with Basic Dungeons & Dragons and Expert Dungeons & Dragons as well as Dungeons & Dragons, Fifth Edition. This marks it out as being unlike many other fanzines, but further, Megadungeon is different because it is devoted to the design and philosophy of the huge, expansive dungeons integral to some Dungeons & Dragons and Dungeons & Dragons-like settings. In particular, it is devoted to the author’s own megadungeon, Numenhalla. Fundamental to the design is the expansive nature of the megadungeon—it is not finite like dungeons such as Dwimmermount, Rappan Athuk, or Stonehell—and so Numenhalla is found everywhere beneath the Soma of the Gis, the author’s campaign world. In addition to extending everywhere under the world, Numenhalla is notable for four other features. First, it is not a deep dungeon, consisting of no more than four levels, so it is wide and shallow rather than short and deep. Second, there are multiple entry points into Numenhalla and a great many of these are known; likewise there are great number of secret routes and doors, lifts and stairs, portals, and more which enable its limitless halls and corridors to be more readily navigated. Third, the doors in and out open and close for limited amounts of time, so going in a party either needs to find another exit or wait for the entry it used to be open again. Four, megadungeon of Numenhalla is the campaign rather than the Soma of the Gis and that all of the action takes within its confines.

This philosophy is stated in the opening pages of Megadungeon #1, published in December 2017, and continues with ‘Pillars of Megadungeon Play’, in which the play of a megadungeon is broken down into three activities—exploration, encounters, and extraction. Barring the middle of these three, the play is strategic rather than tactical with strong elements of resource management. It makes for slower play, with every decision intended to matter since making alliances, choosing which area to explore and raid, and what to take back with you, should all have consequences. This is supported by ‘Basic Megadungeon Play and Procedures’, which goes into more detail about movement, encounters, and obvious dungeons features like doors. It also presents the results of the Hazard Die—rolled instead of the old Encounter Die—such as an encounter, possible exhaustion, dungeon effects, monster signs, and so on, and explains each of these results.

The specifics, rather than the philosophy of Numenhalla and the world of the Soma of the Gis really begin with the ‘Races of the Gis’. For the most these consist of the Races standard to Dungeons & Dragons, but with two interesting additions. One is the Gortha—surely a nod to Gort of The Day the Earth Stood Still fame, a race of thralls, empty of will and bereft of rights, used for labour and other services. They possess a high Charisma, but otherwise have average attributes. They cannot be selected as a Player Character Race though and act only upon instruction. The problem with this is, of course, whether or not the Dungeon Master and his players want to have what is essentially a slave race at their characters’ beck and call. Certainly it is not an aspect of the setting which anyone should necessarily be comfortable with, at least not without further explanation as to their existence.

The other is the Augatics or ‘Chemical Men’, a race of immortal Golems given form by the gods and maintained by the Bindi (or Elves), though their repair skills are in decline. They are a tough race, capable of withstanding some damage and needing neither to sleep or eat. Of course, they need parts to be repaired rather than be healed. Augatics can install enhancements though into their eyes, head, torso, limbs and hands, and joints slots, such as Enhanced Perception Module, Thick Armor Plating Module, and Oiled Gears. These enhancements are expensive and so for Augatic characters, they will drive their need to loot Numenhalla. Weirdly, the ‘Augatic Class’ article does not follow the ‘Races of Gis’ which logically it should.

For Basic Dungeons & Dragons and Expert Dungeons & Dragons, the fanzine provides a skills system with ‘Skills in Numenhalla’. Skills are rolled as single dice, a player rolling a six-sided die if his character is unskilled, a six-sided die if his character is skilled, and so on. The skills, which range from Agility/Athletics and Alchemy to Stealth and Stonelore, require the roll of a six to succeed at, so the more skilled a character is, the bigger a die a player get to roll. Secret doors, traps, doors, and so on use the same mechanics, which also replace the Thief Class mechanics. Intelligent characters get a skill (die) for each point of their intelligence bonus, whilst the Thief Class gets more and gets to train in them at every Level. Other characters have to pay to train and so the need to train will drive their need to loot Numenhalla.

The ‘Gods of Numenhalla’ lists the deities worshipped in and above the megadungeon, an odd mixture of the Greek and Norse pantheons. Equally odd is their means of interaction with the mortal races—‘The Altars and Logos’. The former can be found throughout Numenhalla and are activated by religious rites and sacrifices to trigger a sort of fugue state from those involved awaken with little memory of. This is of course, one way of Clerics regaining their spells, but it can also be a means to access a parallel plane known as Logos by the power of the mind alone. Little description is given to the Logos and what might be found there, so hopefully this will be expanded upon in future issues.

Just two sections of Numenhalla are detailed in Megadungeon #1 and they run to just three or four pages each. ‘Entrance Hall’ presents one way into Numenhalla and as an entry way into the megadungeon, it is actually not that interesting. This is no surprise given that previous parties of adventurers will have long stripped the area clean, but it makes for uninspiring adventuring, especially when no rooms or areas are detailed beyond the doors listed in ‘Entrance Hall’. Where it is interesting is in the presentation of the content, all but in bullet points, for a very digestible format. The same format is used for ‘Ettercop’, the second megadungeon location, the lair of a Spider Queen. It works much better because the location itself is interesting and comes with lots of lovely detail and flavour that the Dungeon Master can use to bring it to life for her players and their characters. That said, although the location is very much the better of the two, it is not very sophisticated and it is not very large. This does lend it though, to being easily pulled out of Numenhalla and dropped into the dungeon of the Dungeon Master’s own design. Both locations are mapped out on a single page with an almost three dimensional perspective. The maps themselves are really well done, but could have done without the rest of page being awash in grey which makes for a poor contrast and means that the actual dungeons are harder to read.

Lastly, there are notes on the differences between Basic Dungeons & Dragons and Expert Dungeons & Dragons and Dungeons & Dragons, Fifth Edition in the context of the megadungeon. The author’s thesis is that Dungeons & Dragons, Fifth Edition is not designed for megadungeon play, but suggests how this should be addressed, adding back in gold for Experience, more detailed mechanics for encumbrance, and so on. Stats are given for the monsters in the ‘Ettercop’ location for both Basic Dungeons & Dragons and Expert Dungeons & Dragons and Dungeons & Dragons, Fifth Edition.

Physically, Megadungeon #1 is cleanly and neatly presented. The writing is decent too, the content nicely balanced between the author’s ideas and actual details of the setting of his megadungeon. Despite its differences with a very great many of the fanzines, Megadungeon has something in common with another fanzine, Wormskin from Necrotic Gnome Productions and that it is a partwork. In other words, it is presenting its setting in discrete parts rather than in a logical flow. This would not be so bad were it not the fact that the same format is applied to the contents of this first issue. So that the description of the Augatics as a Player Character Race does not immediately follow the article on the ‘Races of Gis’ which logically it should. This pattern is repeated several times in the book so there is an odd randomness to content, which feels ultimately unnecessary.

With Megadungeon #1, the author sets down his stall, laying the groundwork for a much greater and expansive project. Barring the inclusion of the Gortha, there is a lot to like here, even if its seemingly random organisation undermines its coherency. Future issues definitely need to be better arranged and definitely contain more of the dungeon locations, hopefully better and more sophisticated, but Megadungeon #1 is a decent start.