Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Reference Work. Show all posts
Showing posts with label Reference Work. Show all posts

Friday, 13 November 2020

Friday Filler: Beasts & Behemoths

There is no denying the continued and growing popularity of Dungeons & Dragons, Fifth Edition, with it having appeared on the television series Stranger Things and it no longer being seen as a hobby solely the preserve of typically male, nerdy teenagers and young adults. Yet as acceptable a hobby as roleplaying and in particular, playing Dungeons & Dragons has become, getting into the hobby is still a daunting prospect. Imagine if you will, being faced with making your first character for your first game of Dungeons & Dragons? Then what monsters will face? What adventures will you have? For nearly all of us, answering these questions are not all that far from being a challenge, for all started somewhere and we all had to make that first step—making our first character, entering our first dungeon, and encountering our first monster. As well written as both Dungeons & Dragons Starter Set and the Player’s Handbook are, both still present the prospective reader and player with a lot of choices, but without really answering these questions in an easy to read and reference fashion.

Step forward the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ published by Ten Speed Press. This is a series of introductory guides to Dungeons & Dragons, designed as primers to various aspects of the world’s leading roleplaying game. Each in the series is profusely illustrated, no page consisting entirely of text. The artwork is all drawn from and matches the style of Dungeon & Dragons, Fifth Edition, so as much as it provides an introduction to the different aspects of the roleplaying game covered in each book in the series, it provides an introduction to the look of the roleplaying game, so providing continuity between the other books in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ and the Dungeons & Dragons Starter Set and the core rulebooks. This use of art and the digest size of the book means that from the start, every entry in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ is an attractive little package.

The first in the series, Warriors & Weapons provided an introduction to the various Races of Dungeons & Dragons, the martial character Classes, and the equipment they use. Subsequent entries in the series have examined Monsters & Creatures and Dungeons & Tombs, culminating in the surprisingly late and seemingly out of sequence, Wizards & Spells. And there it would seem that the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ had covered just about everything that the reader and potential play of Dungeons & Dragons, Fifth Edition need to know before progressing onto the roleplaying game itself. So the publication of Beasts & Behemoths, the fifth entry in the series, comes as something of a surprise, the unexpected equivalent in the series of the Monster Manual II to the Monster Manual. Of course, another book about monsters makes sense, since not only are books about monsters fun, but there are an awful lot of monsters and creatures in Dungeons & Dragons, and the earlier Monsters & Creatures cannot have been expected to cover all of them!

Where Monsters & Creatures categorised its entries by terrain, so Caverns & Dark Places, Forests, Mountains & Other Terrain, Oceans, Lakes, & Waterways, and more, Beasts & Behemoths breaks them down by size—Tiny & Small, Medium, Large & Huge, and Gargantuan. Its forty or so entries include Cranium Rats, Demilich, and Pseudodragon under Tiny & Small; Drow, Gnoll, and Sahuagin are listed as Medium creatures; Corpse Flower, Minotaur, and Umber Hulk for Large & Huge; and Purple Worm, Roc, and the dread Tarrasque for Gargantuan. The mix includes the familiar, such as the Hobgoblin, Orc, and Minotaur alongside the little known, like the Yuan-Ti and the Oni, but all are classic Dungeons & Dragons monsters and creatures. In addition, Beasts & Behemoths includes two subcategories, Lycanthropes and Metallic Dragons—or Good-aligned Dragons. So the former category has descriptions of the Wereboar, Wererat, and Weretiger as well as the Werewolf, whilst the latter ranges from the Brass Dragon to the Gold Dragon. This compliments the writeups of the Dragons of various colours in Monsters & Creatures. Every entry is given a double page spread, the left hand page showing an illustration of the creature or monster, a listing of its special powers, a description of its size, and an indication of its Danger Level, from ‘0’ or harmless to ‘5’ for really nasty. On the right-hand page there is a description of the monster or creature and its lair, accompanied by a list of things to do or not do when dealing with it.

Thus for the Medusa, the given Danger Level is ‘1’ and her Special Powers are, of course, her Petrifying Gaze. Her size is listed as being typically Human-sized—except that is, for her hair, which might be a whole bigger (and writhing, of course). Her write-up includes a description of how she comes upon the transformation into a Medusa and the price paid, plus the types of lair she prefers. The entry advises that when encountering a Medusa, an adventurer should carry a mirror with which to catch her reflection, as well as a powerful healing potion which undo the effects of her Petrifying Gaze. It also advises that an adventurer not catch her gaze nor seek out immortality.

Like Monsters & Creatures before it, Beasts & Behemoths adds legendary entries and encounters to complement its ordinary encounters. The description of the Death Knight is accompanied by a  legendary entry for Lord Soth, the fallen Knight of Solamnia from the world of Krynn who would later be plucked from Krynn by the mysterious mists of Ravenloft. It covers his history, his lair, and the fearsome skeleton army he has at his command. Again, this is a nice accompaniment to the legendary entry for Vampires, the feared Count Strahd von Zarovich, to be found in Monsters & Creatures. These legendary creatures are foes that the adventurers are unlikely to face for a very long time, but they are ones to be whispered about in hushed tones—even the ones who are not evil or chaotic. Each of encounters consists of a short piece of fiction which sets up a situation that ultimately ends the reader being asked how he might react or what he might do next. To accompany the description of Pseudodragon, the encounter describes how Florizan Blank, the bard known as the ‘Dandy Duellist’ who combines dance moves and swordsmanship, comes upon such a creature in woods whilst he is tracking down a Hobgoblin tribe which attacked a nearby village. Will he attempt to tame the creature and take it as a companion—and if so, how? Will continue on his way, hurrying after his quarry lest they launch a raid on another village? These encounters nicely illustrate the play of Dungeons & Dragons and the type of encounters and questions that players will be dealing with from session to session. In addition, the inclusion of Florizan Blank is a nice call back to the fourth book in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’, Wizards & Spells.

Just as in Monsters & Creatures, the last words in Beasts & Behemoths are about using beasts to create stories and build a hero, taking the reader on his first steps to composing his adventurer’s story. It opens up a little to ask the player to wonder about the other heroes his character will adventure alongside, what and where his adventures take place, and of course, why? It explains a bit more about the play of Dungeons & Dragons, so serving as a light primer before the player gets to the table.

There are just two issues with Beasts & Behemoths. First, for a book filled with great Dungeons & Dragons artwork, it does not list or credit one single artist. This is really disappointing, not so say inexcusable, and both the publisher and Wizards of the Coast should know better. Second, Beasts & Behemoths commits the same error as Monsters & Creatures in using anachronisms when it comes to describing the size of the monsters and creatures in the book. For example, the Cranium Rat is described as being the size of a sneaker or Hobgoblin as being the size of a professional (American) football player in all of his gear. Again, the inclusion of such modernisms breaks the verisimilitude of the book, making very much a reference work out of the game when it could have been a reference work both out of the game and in the game.

Physically, Beasts & Behemoths is an attractive little hardback. It is bright, it is breezy, and it shows a prospective player what his character might face, both in the art and the writing. Further, the art shows lots of adventuring scenes which can only spur the prospective player’s imagination.

Now obviously, Beasts & Behemoths is designed to showcase Dungeons & Dragons and introduce the prospective player to what his character might encounter—especially in Dungeons & Dragons, Fifth Edition. However, much of its content would work just as well as introduction to some of the monsters of Dungeons & Dragons-style retroclones, though in its look, it is brighter and breezier than the style and tone of the typical fantasy roleplaying game from the Old School Renaissance.

Monsters & Creatures introduced the prospective player to just a tiny, but often iconic, few of the monsters and creatures in Dungeons & Dragons. Beasts & Behemoths adds to that, but also stands alone in that a player could read it rather than Monsters & Creatures to get an idea of some of the foes his character might face or encounter in the game. Similarly, Beasts & Behemoths is more of a general reference work, something suitable to have at the table during play, since its contents can serve as the legends and the folklore that a player character in a fantasy world might have learned about said monsters and creatures as he was growing up. That said, doing so adds another book to the table, and that may add unnecessary clutter during play. When it comes to clutter, are two books devoted to monsters in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ enough—or will there be a slew of them, cluttering up the series?

Beasts & Behemoths is another bright and engaging entry in the series, providing another light introduction to the monsters of Dungeons & Dragons, and the game itself. It again nicely works as a gift as much as it does a useful reference work, but as an entry in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’, it feels very much like an extra in the series rather than part of the essential quartet of titles.

Friday, 23 October 2020

Friday Fantasy: Wizards & Spells

There is no denying the continued and growing popularity of Dungeons & Dragons, Fifth Edition, with it having appeared on the television series Stranger Things and the YouTube series, Critical Role, it no longer being seen as a hobby solely the preserve of typically male, nerdy teenagers and young adults. Yet as acceptable a hobby as roleplaying and in particular, playing Dungeons & Dragons has become, getting into the hobby is still a daunting prospect. Imagine if you will, being faced with making your first character for your first game of Dungeons & Dragons? Then what monsters will face? What adventures will you have? For nearly all of us, answering these questions are not all that far from being a challenge, for all started somewhere and we all had to make that first step—making our first character, entering our first dungeon, and encountering our first monster. As well written as both Dungeons & Dragons Starter Set and the Player’s Handbook are, both still present the prospective reader and player with a lot of choices, but without really answering these questions in an easy to read and reference fashion.

Step forward the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ published by Ten Speed Press. This is a series of introductory guides to Dungeons & Dragons, designed as primers to various aspects of the world’s leading roleplaying game. Each in the series is profusely illustrated, no page consisting entirely of text. The artwork is all drawn from and matches the style of Dungeon & Dragons, Fifth Edition, so as much as it provides an introduction to the different aspects of the roleplaying game covered in each book in the series, it provides an introduction to the look of the roleplaying game, so providing continuity between the other books in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ and the Dungeons & Dragons Starter Set and the core rulebooks. This use of art and the digest size of the book means that from the start, every entry in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ is an attractive little package.

The first in the series, Warriors & Weapons provided an introduction to the various Races of Dungeons & Dragons, the martial character Classes, and the equipment they use. Second is not Wizards & Spells, the companion to Warriors & Weapons which covers Clerics, Sorcerers, and Wizards—and more, or indeed any of the other spellcasting character types in Dungeons & Dragons. Instead the second book in the series is Monsters & Creatures. As the title suggests, this presents an introduction to the monsters, creatures, and animals that the prospective player may well have his character encounter on his adventures, many of them—like the Beholder, the Mind Flayer, the Owl Bear, and more—iconic to Dungeons & Dragons. Equally, the third in the series is not the eagerly anticipated Wizards & Spells, but Dungeons & Tombs, a guide to the dungeons, tombs, castles, crypts, cave networks, and other complexes which populate the many fantasy words of Dungeons & Dragons. However, the resulting book is disappointing, overly specific in terms of its treatment of the roleplaying game’s infamous tombs and dungeons.

So, it is with some pleasure—and no little wait—to finally have a copy of the much-promised second in the series, Wizards & Spells, to review. It is even more pleasurable to discover that what turns out to be the fourth book series is a return to form after the disappointment of Dungeons & Tombs. Like the previous entries in the series, it is written as an illustrated introduction to the magic of Dungeons & Dragons—spellcasters of all stripes, notable examples of each stripe, an examination of spells of all Levels, and a plethora of magical items. It is very much a companion to  the first book in the series, Warriors & Weapons, focusing on the spellcasting character Classes of Dungeons & Dragons and the spells they can cast instead of the martial character Classes of Dungeons & Dragons and the weapons they can wield.

As with Warriors & Weapons, this mystical-centred entry into the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ is divided into three sections. The first section examines six of the character Classes at the heart of Dungeons & Dragons. These are bard, Cleric, Druid, Sorcerer, Warlock, and Wizard. Each is accorded a full, double spread which explores what each Class can do. Prefaced by a handful of questions, each highlights the Class’ features, gives a broad description of the Class, and lists the Equipment and Attributes key to the Class. So for example, of the Cleric, it asks if the character has a purpose, seeks to inspire others, and wants to serve a higher power? All, of course, pointing to the possibility that the character wants to be a Cleric. The Cleric’s six Divine Domains are explained and then their role in society is important because the gods are real and can bestow blessings and power upon their faithful, which of course, includes the humble Cleric. The description notes how a Cleric’s magic is defined by the god he worships, and that a Cleric will often answer his god’s call to go off on adventures and undertake various tasks for him. The Equipment and Attributes explains what arms and armour a Cleric wields and wears, the importance of his Holy Symbol, how he channels Divinity from his god to cast his magic, and that the Cleric is a scourge of the undead.

Thus, in just a couple of pages, Wizards & Spells provides a quick, easily accessible description of the Cleric Class and what it does. Then it does the same for each of the other five spellcasting Classes, looking at, for example, the Bardic Colleges for the Bard, the Druidic Circles for the Druid, Draconic Bloodlines for the Sorcerer, the Pact Boon for the Warlock, and the importance of the Spellbook to the Wizard. Each is followed up by an exemplar of that Class, drawn from Dungeons & Dragons canon. Thus, for the Wizard, the mighty Mordenkainen of Greyhawk fame, is described, including his history and background, personality, and more. Three of his many spells are also described, such as Mordenkainen’s Magnificent Mansion, Mordenkainen’s Magnificent Faithful Hound, and Mordenkainen’s Sword. Elsewhere, the writeup of the Gnome Warlock, Zanizyre Clockguard, whose patron is the dread Tiamat, Queen of Evil Dragons, includes a description of his Dominate Dragon spell, and the reputation of Florizan Blank, as a ‘Dandy Duellist’ who combines dance moves and swordsmanship, whilst also employing the Blank Mask, a pink carnival mask which when worn, enables him to appear as any person he likes—fictional or real life.

Rounding off the section is a flowchart, which if followed, a prospective player can quickly decide what Class that he might like to play. It is quick and easy to follow, and a player soon knows which Class he wants to look at in more detail. It would however, seem more appropriate for the flowchart to come before the description for six Classes, so that the reader can progress forward from the flowchart rather than flipping back…

‘Types of Magic’, the second section, covers everything from the eight schools of magic—ranging from Abjuration and Conjuration to Necromancy and Transmutation, the differences between using rituals and scrolls, and how spells are cast. None of it is covered in any great detail, but this is still more than enough information for a prospective player to grasp the basics of how spellcasting works. The bulk of the second section, however, is devoted to spells—in fact, over a third of Wizards & Spells is devoted to them, from Cantrips such as Message and Prestidigitation all the up to the Meteor Swarm and Shapechange of Ninth Level. Every spell is given a description and a number of tips on its usage. Thus for Web, it states that the spellcaster should have points or surfaces upon which to anchor the webbing, that they are flammable, and that in addition to be commonly used as an offensive spell to capture and hold the caster’s enemies, it could also be used as a cushion to soften someone’s fall or to detect someone or something that is invisible in the webbing! The section covers an array of spells from the eight schools, and that includes Necromantic spells like Speak with Dead and Create Undead, along with healing spells such as Cure Wounds. Notably throughout, what Wizards & Spells does not do is divide the spells depending whether they are divine or arcane in nature, or indeed, by Class. Perhaps here the ‘Types of Magic’ might have benefited from such a distinction, if only to give a greater indication of what sort of spells a player might like his character to be able to cast and thus what Class he wants to play. However, the descriptions are entertaining and the tips fun.

Rounding out Wizards & Spells is a description of numerous magical items—weapons, staves, wands, magic armour, potions, rings, cloaks, and more. Included along with are wondrous items, such as The Sunsword of Ravenloft fame, and the Staff of the Magi, the Wand of Wonder, both of which are given a double-page spread, whilst lesser wondrous items, like the Bag of Holding and Boots of Speed, are given shorter descriptions. All of these are accompanied by full colour illustrations that support the descriptions.

Physically, Wizards & Spells is an attractive little hardback, just like the other three titles in the series. It is bright, it is breezy, and it shows a prospective player what he can play, both in the art and the writing. Further, the art shows lots of adventuring scenes which can only spur the prospective player’s imagination.

One advantage of Wizards & Spells being released last is that it means that the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ ends on a high note rather than the disappointment that is Dungeons & Tombs. However, Wizards & Spells is as good as Warriors & Weapons, to which it is a companion, showcasing Dungeons & Dragons and introducing the prospective player to what he can roleplay. Together—and really, they work together, and they should be together, because as a pair they cover all of the Classes in Dungeons & Dragons, Fifth Edition, and a little of the types of adventures such characters can have. Further, as with Warriors & Weapons and Monsters & Creatures, Wizards & Spells can sit on the table during play as a reference work, not necessarily as something that a player would know, but as something that his character might know.

Overall, Wizards & Spells is a decent little book, which nicely rounds off the ‘Dungeons & Dragons Young Adventurer’s Guides Series’. It serves as a solid introduction to magic for Dungeons & Dragons, Fifth Edition, and serves as a solid companion to Warriors & Weapons as well as gift to the young prospective player of a mystical character.

Friday, 7 February 2020

Friday Fantasy: Dungeons & Tombs

There is no denying the continued and growing popularity of Dungeons & Dragons, Fifth Edition, with it having appeared on the television series Stranger Things and the YouTube series, Critical Role, it no longer being seen as a hobby solely the preserve of typically male, nerdy teenagers and young adults. Yet as acceptable a hobby as roleplaying and in particular, playing Dungeons & Dragons has become, getting into the hobby is still a daunting prospect. Imagine if you will, being faced with making your first character for your first game of Dungeons & Dragons? Then what monsters will face? What adventures will you have? For nearly all of us, answering these questions are not all that far from being a challenge, for all started somewhere and we all had to make that first step—making our first character, entering our first dungeon, and encountering our first monster. As well written as both Dungeons & Dragons Starter Set and the Player’s Handbook are, both still present the prospective reader and player with a lot of choices, but without really answering these questions in an easy to read and reference fashion.

Step forward the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ published by Ten Speed Press. This is a series of introductory guides to Dungeons & Dragons, designed as primers to various aspects of the world’s leading roleplaying game. Each in the series is profusely illustrated, no page consisting entirely of text. The artwork is all drawn from and matches the style of Dungeon & Dragons, Fifth Edition, so as much as it provides an introduction to the different aspects of the roleplaying game covered in each book in the series, it provides an introduction to the look of the roleplaying game, so providing continuity between the other books in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ and the Dungeons & Dragons Starter Set and the core rulebooks. This use of art and the digest size of the book means that from the start, every entry in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ is an attractive little package.

The first in the series, Warriors & Weapons provided an introduction to the various Races of Dungeons & Dragons, the martial character Classes, and the equipment they use. Second is not Wizards & Spells, the companion to Warriors & Weapons which covers Clerics, Sorcerers, and Wizards, or indeed any of the other spellcasting character types in Dungeons & Dragons. Instead the second book in the series is Monsters & Creatures. As the title suggests, this presents an introduction to the monsters, creatures, and animals that the prospective player may well have his character encounter on his adventures, many of them—like the Beholder, the Mind Flayer, the Owl Bear, and more—iconic to Dungeons & Dragons. Equally, the third in the series is not the eagerly anticipated Wizards & Spells, but Dungeons & Tombs, a guide to the dungeons, tombs, castles, crypts, cave networks, and other complexes which populate the many fantasy words of Dungeons & Dragons.

Dungeons & Tombs begins in promising fashion, warning of the dangers of dungeon delving, but highlighting also that they are places of mystery and adventure before discussing a little just some of the preparations necessary to venture into such places. Then the book leaps into the first of its three parts, ‘The Most Dangerous Dungeons’ which looks at six of the strange, sinister places ready to be explored by the adventurers. These are Ironslag from Storm King's Thunder, The Temple of Elemental Evil from Princes of the Apocalypse, The Sea Ghost from Ghosts of Saltmarsh, Ravenloft from Curse of Strahd, Chult from Tomb of Annihilation, and Undermountain from Waterdeep: Dungeon of the Mad Mage. Each is given an overview, highlights its important places, shines a spotlight on a specific area, and outlines a key encounter in the dungeon where the adventurers will have to make a critical choice.

So for example, Ironslag is a former iron mine and fortress which has been reopened by the Fire Giant, Duke Zalto, who wants to construct a mighty warmachine. Besides Duke Zalto himself, other threats include the treacherous Yakfolk, salamanders, and other Fire Giants, as well getting into the dungeon itself—behind a high cliff face protected by the village of the Yakfolk. The latter is included listed in the dungeon’s important places, alongside the mines, the foundry, assembly hall, and at last, the Adamantite Forge. The spotlight is on The Foundry where Fire Giants are smelting iron and Duke Zalto’s son, Zaltember is about to toss a prisoner into the molten metal! Here is a chance for the adventurers to intervene, story prompts suggesting an idea for the Dungeon Master and an idea for the player characters. Lastly, the Encounter is presented in a short piece of fiction, here describing the final scenes in the dungeon and asking the reader what the character in the fiction should do next.

Now there is nothing wrong in Dungeons & Tombs showcasing the dungeons and campaigns available for Dungeons & Dragons, Fifth Edition, and it has the benefit of all six ‘Most Dangerous Dungeons’ actually being in print—unlike the last time that Wizards of the Coast did something similar with the near useless, Dungeon Survival Guide. Yet Dungeons & Tombs only highlights six of the campaigns when at the time of publication there are ten available and it ignores the excellent Lost Mine of Phandelver from the excellent Dungeons & Dragons, Starter Set. Further, it exposes secrets (spoilers?) about each of these dungeons when perhaps the write-ups could have been more circumspect in what was revealed. Nevertheless, the six do showcase various types of dungeons—a ship, a mine, a castle, and so on.

The middle section returns to the territory of Monsters & Creatures, but specifically focusing on creatures found underground with the ‘Dungeon Bestiary’. Some fifteen monsters are detailed, each entry accorded a double page spread, the left hand page showing an illustration of the creature or monster, a listing of its special powers, a description of its size, and an indication of its Danger Level, from ‘0’ or harmless to ‘5’ for really nasty. On the right hand page there is a description of the monster or creature and its lair, accompanied by a list of things to do or not do when dealing with it. Many of the entries are Dungeons & Dragons classics, like the Basilisk, Mimic, Oozes like Black Puddings and Gelatinous Cubes, and Ropers. Others, like the Grung, the Sea Elf, and the Yikaria, are simply not, leaving the reader to wonder why such a random selection was included. The simple reason is that these monsters and creatures appear in the ‘Most Dangerous Dungeons’ rather than because they are classic Dungeons & Dragons creatures.

The last of the three parts in Dungeons & Tombs, is ‘Building Your Own Dungeon’, a relatively short guide for the potential Dungeon Master wanting to create her own dungeon. This looks at potential concepts—location, creator, and purpose; populating a dungeon with inhabitants and traps; mapmaking with examples and map symbols; quests and exploring dungeons; and using dungeons to tell stories. All of this is good advice, a solid introduction to designing dungeons and running them, but it is all for the Dungeon Master. The fundamental problem with Dungeons & Tombs is that it does not do the same for the potential player. There is no equivalent introduction to dungeoneering and its dangers for the player and his character, because instead, Dungeons & Tombs is focusing on specific dungeons and their dangers, which both player and character are likely to encounter just the once.

Now there is nothing wrong with a book for Dungeons & Dragons, Fifth Edition examining dungeons or adventures and their dangers for Dungeons & Dragons, Fifth Edition. Yet in devoting over half of the book to specific dungeons, including the monsters and creatures which are specific to those dungeons, it forgoes the opportunity to give more general advice on dungeoneering for the prospective player and Dungeon Master. General advice which would enhance the utility of Dungeons & Tombs, potentially serving as general reference which could sit on the playing table or close at hand, ready to be checked for advice and hints. Much like the Monsters & Creatures book can work.

Physically, Dungeons & Tombs is an attractive little hardback. It is bright, it is breezy, and it shows a prospective player what his character might face, both in the art and the writing. Further, the art shows lots of adventuring scenes which can only spur the prospective player’s imagination.

The problem with Dungeons & Tombs is that it does not deliver on its tagline of ‘Explore the Magical Worlds of D&D’, but rather the bulk of it delivers ‘Explore SIX of the Magical Worlds of D&D’. Apart from the last section, the last fifth of Dungeons & Tombs, which is specifically written for the Dungeon Master, its approach to its subject matter is just not general enough to be useful in the long term. Dungeons & Tombs is disappointingly specific and the least useful, least interesting of the three Young Adventurer’s Guide’ titles to date.

Friday, 15 November 2019

Friday Fantasy: Monsters & Creatures

There is no denying the continued and growing popularity of Dungeons & Dragons, Fifth Edition, with it having appeared on the television series Stranger Things and it no longer being seen as a hobby solely the preserve of typically male, nerdy teenagers and young adults. Yet as acceptable a hobby as roleplaying and in particular, playing Dungeons & Dragons has become, getting into the hobby is still a daunting prospect. Imagine if you will, being faced with making your first character for your first game of Dungeons & Dragons? Then what monsters will face? What adventures will you have? For nearly all of us, answering these questions are not all that far from being a challenge, for all started somewhere and we all had to make that first step—making our first character, entering our first dungeon, and encountering our first monster. As well written as both Dungeons & Dragons Starter Set and the Player’s Handbook are, both still present the prospective reader and player with a lot of choices, but without really answering these questions in an easy to read and reference fashion.

Step forward the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ published by Ten Speed Press. This is a series of introductory guides to Dungeons & Dragons, designed as primers to various aspects of the world’s leading roleplaying game. Each in the series is profusely illustrated, no page consisting entirely of text. The artwork is all drawn from and matches the style of Dungeon & Dragons, Fifth Edition, so as much as it provides an introduction to the different aspects of the roleplaying game covered in each book in the series, it provides an introduction to the look of the roleplaying game, so providing continuity between the other books in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ and the Dungeons & Dragons Starter Set and the core rulebooks. This use of art and the digest size of the book means that from the start, every entry in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ is an attractive little package.

The first in the series, Warriors & Weapons provided an introduction to the various Races of Dungeons & Dragons, the martial character Classes, and the equipment they use. Second is not Wizards & Spells, the companion to Warriors & Weapons which covers Clerics, Sorcerers, and Wizards, or indeed any of the other spellcasting character types in Dungeons & Dragons. Instead the second book in the series is Monsters & Creatures. As the title suggests, this presents an introduction to the monsters, creatures, and animals that the prospective player may well have his character encounter on his adventures, many of them—like the Beholder, the Mind Flayer, the Owl Bear, and more—iconic to Dungeons & Dragons.

The thirty or so entries in Monsters & Creatures are divided according to their environment. So under Caverns & Dark Places there are entries for the Beholder, the Carrion Crawler, and the Myconid and under Forests, Mountains & Other Terrain, there are entries for the Centaur, the Sprite, and the Treant, as well as six types of Giants. Banshee, Skeletons, and Vampires can be found in Moors, Bogs, & Boneyards, whilst the Aboleth, the Dragon Turtle, and the Merrow are found in Oceans, Lakes, & Waterways. Lastly, the Griffon and the Pegasus are sighted Mountain Peaks & Open Sky along with Dragons of all colours… Every entry is given a double page spread, the left hand page showing an illustration of the creature or monster, a listing of its special powers, a description of its size, and an indication of its Danger Level, from ‘0’ or harmless to ‘5’ for really nasty. On the right hand page there is a description of the monster or creature and its lair, accompanied by a list of things to do or not do when dealing with it.

So for the iconic Beholder, the given Danger Level is ‘4’ and its Special Powers, from Telekinesis and Enervation to Disintegration and Petrification, are described eye stalk by eye stalk. The description is fairly broad, as much hints as straight facts, since after all, this Monsters & Creatures is not the Monster Manual. Their lairs are given as remote caves or abandoned ruins, their floors often covered in the equipment and treasure of adventurers who faced the Beholder and were killed. The advice when facing a Beholder is that the adventurers should fight magic with magic, distract the Beholder, and get in close inside the range of their eyestalks, but never ignore the feeling of being watched and never stay put!

Monsters & Creatures includes a little extra beyond just the thirty or so entries. After a select few, an entry is given for a legendary threat, one of the famous beings from Dungeons & Dragons cannon. So for the Dragons, this is Tiamat, The Queen of Evil Dragons, so Monsters & Creatures also serves as an introduction to the campaign, Hoard of the Dragon Queen, and for the Vampires, it is Count Strahd von Zarovich, so this book also works as an introduction to the campaign, Curse of Strahd. These legendary creatures are foes that the adventurers are unlikely to face for a very long time, but they are ones to be whispered about in hushed tones… Then there the encounter descriptions after every section, such as Half-Orc Barbarian’s encounter in a Myconid Colony who can sense an action she took in another colony years past. This short piece of fiction sets up a question or situation which the reader can answer or deal with by referring back to the entries earlier in the tome. These are a nice break from the somewhat comparatively dry monster descriptions, posing the reader with a situation that his adventurer might face in the future.

Just as in Warriors & Weapons, the last words in Monsters & Creatures are some last words about building a hero, that the reader is on his first steps to composing his adventurer’s story. It opens up a little to ask the player to wonder about the other heroes his character will adventure alongside, what and where his adventures take place, and of course, why? It explains a bit more about the play of Dungeons & Dragons, so serving as a light primer before the player gets to the table.

There are just two issues with Monsters & Creatures—one minor, one not so minor. The minor issue is the inclusion of the Flumph as an entry. It is just a little too obscure, a bit too odd to sit alongside the other entries. The not so minor issue is that the fact that the book includes an anachronism or two when it comes to describing the size of the monsters and creatures in the book. A Treant is described as being taller than a logging truck, whilst the Storm Giant is described as being taller than a London bus. The inclusion of such modernisms breaks the verisimilitude of the book, making very much a reference work out of the game when it could have been a reference work both out of the game and in the game.

Physically, Monsters & Creatures is an attractive little hardback. It is bright, it is breezy, and it shows a prospective player what his character might face, both in the art and the writing. Further, the art shows lots of adventuring scenes which can only spur the prospective player’s imagination.

Now obviously, Monsters & Creatures is designed to showcase Dungeons & Dragons and introduce the prospective player to what his character might encounter. Now because some of the entries in the volume are particular to Dungeon & Dragons, it means that not all of the content of Monsters & Creatures is quite so useful in other roleplaying games, but nevertheless, it would an introduction to Dungeons & Dragons-style retroclones, though in its look, it is brighter and breezier than the style and tone of the typical fantasy roleplaying game from the Old School Renaissance.

Warriors & Weapons did a decent job of introducing players to the martial Classes. Likewise, Monsters & Creatures does a good job of introducing the prospective player to just a tiny, but often iconic, few of the monsters and creatures in Dungeons & Dragons. It is though, more of a general reference work, perhaps more useful than Warriors & Weapons, since its contents pertain to the play of Dungeons & Dragons rather than the creation of characters in readiness for that play. This makes it an even better book to have at the table during play, since its contents can serve as the legends and the folklore that a player character in a fantasy world might have learned about said monsters and creatures as he was growing up. Even if not that, then the readers for whom Monsters & Creatures is written for, are at least going to wowed by its contents and perhaps be fascinated by them to want to know more about Dungeons & Dragons

Again, Monsters & Creatures is a bright and easy read, the next part of what should serve as a light introduction to Dungeons & Dragons. One that nicely works as a gift as much as it does a useful reference work.

Friday, 8 November 2019

Friday Fantasy: Warriors & Weapons

There is no denying the continued and growing popularity of Dungeons & Dragons, Fifth Edition, with it having appeared on the television series Stranger Things and it no longer being seen as a hobby solely the preserve of typically male, nerdy teenagers and young adults. Yet as acceptable a hobby as roleplaying and in particular, playing Dungeons & Dragons has become, getting into the hobby is still a daunting prospect. Imagine if you will, being faced with making your first character for your first game of Dungeons & Dragons? For nearly all of us, this is not very far from being a challenge, for we all started somewhere and we all had to make that first step—however many years ago it was. What do you play? What choices do you make? As well written as both Dungeons & Dragons Starter Set and the Player’s Handbook are, both still present the prospective reader and player with a lot of choices, but without really answering that first question after deciding that you want to play, and that is, “What do I want to play?”

Step forward Warriors & Weapons, part of the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ published by Ten Speed Press. It is an introductory guide to Dungeons & Dragons, designed as a primer to many of the types of characters that can be played in the game, plus the arms and armour they will equip themselves with and the various tools they will carry when go adventuring. Notably, it is profusely illustrated, no page consisting entirely of text. The artwork is all drawn from and matches the style of Dungeon & Dragons, Fifth Edition, so as much as it provides an introduction to characters in the roleplaying game, it provides an introduction to the look of the roleplaying game, so providing continuity between the other books in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ and the Dungeons & Dragons Starter Set and the core rulebooks. This use of art and the digest size of the book means that from the start, Warriors & Weapons is an attractive little package.

As to the content, it can really be divided into three sections—‘Fantasy Races’, ‘Character Classes’, and ‘Equipment’. The first covers nine Races found in Dungeons & Dragons. These are Human, Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Halfling, Dragonborn, Kenku, Tabaxi, Tiefling, and Tortle, with each being accorded a double-page spread. Along with an illustration, this opens with a simple set of questions and a suggestion, such as, “Are you fascinated by how the world works?”, “Do you sometimes talk too much?”, and “Do you long to see the world and make new friends along the way?”, which the book answers with, “You might be a Gnome!”. This is accompanied by more information about the Race, some ideas of their typical names, and typical attributes, so Intellect, Industrious, Dexterity, and Tricky for Gnomes.

The six Character Classes in Warriors & Weapons, all of a martial bent, are given a similar treatment. They are Barbarian, Fighter, Monk, Paladin, Ranger, and Rogue, each entry asking questions similar to those of the Races, detailing their archetypes, their equipment and attributes, and so on. Thus the Martial Archetypes of Battle Master, Champion, and Eldritch Knight for the Fighter Class, that they can use all arms and armour, and gain from Second Wind, which gives them greater resolve. Further each Class is accompanied by an exemplar or legendary member of that Class. So there is Wulfgar the Warhammer for the Barbarian and Shandie Freefoot for the Rogue, with descriptions of what they can do and what it would be like to play them. All six are notables from the Forgotten Realms, veteran fans likely to enjoy the inclusion of Minsc the Mighty along with Boo the Hamster. 

The Class section ends with two things. The first is a ‘Class Flowchart’ which asks a few questions and quickly guides the prospective player to the Class that he might like to play. It does seem odd to have this placed after the descriptions of the Classes rather than before and it seems even odder not have a ‘Race Flowchart’ in the previous section. The other is a look at ‘Character Background & Inspiration’, basically introducing some of the Backgrounds from the Player’s Handbook. Lastly, it asks what makes your character special beyond Race and Class, including flaws.

The first two sections have been all about who are you and what do you do. The third and final section, deals with equipment, detailing not just clothes, but arms, armour—the latter with a special warning about the dangers of encountering a Rust Monster, and kits and packs. Packs in particular get some attention, a full page illustration and a description each, all handily presented. If there is a single niggle with the whole of this useful reference section, it is that the Pike is included in the description of polearms rather than the humble spear.

Rounding out Warriors & Weapons is some last words about building a hero, telling the reader that he is on his first steps composing his adventurer’s story. It opens up a little to ask the player to wonder about the other heroes his character will adventure alongside, what and where his adventures take place, and of course, why? It explains a bit more about the play of Dungeons & Dragons, so serving as a light primer before the player gets to the table.  

There are just two issues with Warriors & Weapons. The first is that as an introduction to the types of characters you can play in Dungeons & Dragons, as its title suggests, it only gets half of the job done. It does not cover Clerics, Sorcerers, and Wizards, or indeed any of the other spellcasting character types in Dungeons & Dragons. All that is covered in Wizards & Spells, the companion to Warriors & Weapons. So to learn about those character types—and thus all of the character types in Dungeons & Dragons, Fifth Edition—the prospective player as yet unsure as  to which to play will need to buy the two books. That said, neither book is expensive. Unfortunately, Wizards & Spells is not available until March of 2020, so the prospective Wizard-playing player wanting to know more will still have to consult the Dungeons & Dragons Starter Set or the Player’s Handbook.

The other issue is that Warriors & Weapons includes some non-standard Races. These are the Kenku, the Tabaxi, and the Tortle. None of these three are in the Player’s Handbook and so any prospective looking to play a member of these Races is going to be disappointed. Further, there are no pointers as where the details of these Races can be found. Obviously, the next step from Warriors & Weapons is the Dungeons & Dragons Starter Set or the Player’s Handbook, but not for those Races. For a book so obviously intended to be helpful, their inclusion and their lack of pointers is odd to say the least, if not simply just unhelpful.

Physically, Warriors & Weapons is an attractive little hardback. It is bright, it is breezy, and it shows a prospective player what he can play, both in the art and the writing. Further, the art shows lots of adventuring scenes which can only spur the prospective player’s imagination.

Now obviously, Warriors & Weapons is designed to showcase Dungeons & Dragons and introduce the prospective player to what he can roleplay. And this it does well enough, given that another book is needed to cover all of the choices available. It should be noted that given the lack of statistics and other values, Warriors & Weapons would also work as an introduction to Dungeons & Dragons-style retroclones, though in its look, it is brighter and breezier than the style and tone of the typical fantasy roleplaying game from the Old School Renaissance.

As an introduction to some of the character types you can play in Dungeons & Dragons and a little of the types of adventures such characters can have, Warriors & Weapons very nicely works as a book to give as a gift for the prospective or curious player. Especially if he has played any of the Endless Quest solo adventure books published by Wizards of the Coast. Warriors & Weapons though, is also a book to have at the table as a reference guide. Of course the Player’s Handbook does that too, but Warriors & Weapons, by virtue of its size, its brevity, and its lack of gaming stats, is handier and easier to use. So questions like, “How does a Fighter fight?” or “What does a Dragonborn look like?” or “What is scale mail?” or “What is in an Explorer’s Pack?” can all be answered by flipping through the pages of this smaller, much shorter tome.

Warriors & Weapons is not perfect by any means, but it is a bright and easy read, the first part of what should serve as a light introduction to Dungeons & Dragons. One that nicely works as a gift as much as it does a reference work.

Saturday, 31 July 2010

Cthulhu Who?

Ken Hite is Call of Cthulhu’s number one fan. He might not own the number one copy of Call of Cthulhu, but is more than qualified to write what is essentially an initiate’s guide to Cthulhu and the Cthulhu Mythos. His Cthulhu 101: A Beginner’s Guide to the Dreamer in the Deep is that guide, a pocket-sized book from Atomic Overmind Press that explains who Cthulhu is, where he is from – both in and out of the fiction, what he does and does not do; who H.P. Lovecraft was, what he wrote, and what were his inspirations; discusses the good and the bad of August Derleth – kept Lovecraft’s writings in print, but wrote bad stories and claimed too much when it came to copyrights; all before suggesting an awful lot of bests and not-so bests. The best and not-so best stories, comics, movies, television, music, games, and toys, plus suggested next steps.

In places it gets as basic as, “How do you pronounce Cthulhu, exactly?” In others, its gets a little more complex, such as in the discussions of Lovecraft’s inspiration for his creation, and what exactly, Cthulhu might symbolise. For the most part Hite gives us just the facts, but Derleth does not come out of this in a wholly favourable light.

Much of Cthulhu 101 will be familiar, being too basic for some. Basic can still be useful though, a handy reference. It is easy to imagine Hite delivering this as the Power Point presentation from R’lyeh, so worth having.