My Dolmenwood Kickstarter arrived last week, and I've taken some time to go through it and write a few thoughts on it. I originally planned to write this on Sunday evening. At about 7pm I sat down to have a quick scan through the Player's Book . . . and then it was bedtime.
I'm glad I didn't write the review on Sunday evening, because as I read through, and talked to a few of my friends over social media, I picked up a few nuances my initial scan read had missed.
Dolmenwood is both a game and a setting. The game is in the style of early D&D, with nine classes and six "kindreds". Attacks and skills seem to be quite a shallow progression, while hit points start very low with a dice per level and low modifiers so the increase feels a lot steeper. I haven't had time to learn the spells yet, so I'm not sure how much they increase the power level.
The setting is a fantasy medieval realm, with a mix of mortals and fairies. As you may pick up from the name, the majority of the published setting is set in a large wood. It's ruled over by mortal nobles, has more civilised and more dangerous areas, has fairies, witches and monsters.
The game runs off three books - a Player's Book, a Monster Book, and the Campaign Book. The Player Book has all the player facing rules, the Monster Book does precisely what you'd expect, and the Campaign Book includes the GM guides, a detailed world guide including locations, NPCs and factions. I cannot emphasise enough how massive the Campaign Book is. It's more than twice the size of the player's book. I also got a book of maps with a mix of maps that are of use to the GM, and a bunch you can show to the players.
My Kickstarter Pledge also included four pre-written adventures. At least some of these have been previously published for Old School Essentials and D&D 5e. I had a scan through Winter's Daughter, which was a good starting adventure that gave a good indicator of how you might want to organise your own adventure if you were making your own.
It's an excellent adventure that's got a big "fairy tale" vibe. It's dripping with character and style. It feels very accessible and like a good starter.
I also got a canvas map designed to be player facing, and two canvas referee maps with all the secret information you need. I am unsure why I got two referee maps - it was in my pledge manager automatically at my pledge level.
The map is huge, and shows the real depth of Dolmenwood. It can be played as a hex crawl exploration, and this is where it's real "unique selling point" is. Every single hex has a write up in the campaign guide (though obviously, I've not read every single one, so I don't know what the balance of "places of interest" to "featureless swamp" there is. But there seems to be quite a lot there.
I also picked up the Adventuring Party box with a bunch of miniatures, because I am a sucker.
There's eleven miniatures in the set, with a mix of the different classes and kindreds. There's a bit of a shortage of goat people, short moss people and little bat people miniatures, so it's particularly useful for those.
The dice and dice bag fills me with joy. The highest number on each dice have little mushroom symbols on. They include 3D6 so you can roll your starting stats. The dice bag has some lovely embroidery on, and feels like a much nicer material and better quality than the Critical Role dice bag I got a while back.
Dolmenwood is selling you a dream. It has the potential set up for a massive long running campaign with your friends, in person, with beautiful in person props and miniatures. It recommends you run with six characters, whether that's six players, or having retainers and hirelings to make up numbers.
But the recommendation of numbers alone makes me want to run the "perfect" Dolmenwood game with six players - a sandbox where it's based off the goals the players come up with rather than a fixed plot arc or specific threat for them to try and defeat.
I don't have a local tabletop group yet, and you'd not want to jump straight into a massive commitment of a campaign like this. You'd want to build up to it.
But the dream is there.