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Showing posts with label Unseasonal Festivities. Show all posts
Showing posts with label Unseasonal Festivities. Show all posts

Saturday, 21 June 2025

Magazine Madness 35: Senet Issue 13

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—
Senet
is a print magazine about the craft, creativity, and community of board gaming. Bearing the
tagline of “Board games are beautiful”, it is about the play and the experience of board games, it is about the creative thoughts and processes which go into each and every board game, and it is about board games as both artistry and art form. Published by Senet Magazine Limited, each issue promises previews of forthcoming, interesting titles, features which explore how and why we play, interviews with those involved in the process of creating a game, and reviews of the latest and most interesting releases. Senet is also one of the very few magazines about games to actually be available for sale on the high street.

Senet Issue 13 was published in the winter of 2023 and it comes with a seasonally appropriate theme, at least for one article. This is highlighted in the editorial, which asks the question, “Why aren’t there more board games about Christmas?”, before discussing the other contents and finishing with, “Please remember that a board game is for life, not just for Christmas.” Even putting aside its somewhat hackneyed, even hacked about a bit, nature, is that really true? Perhaps it is until you run out of room on your shelves and have to sell it on eBay or put it in the ‘Bring ‘n’ Buy’ at UK Games Expo… That might come sooner if the Christmas game turns out to be not very good, a distinct possibly that some designers are attempting to remedy.

The issue proper begins with
highlighting some of the forthcoming games with its regular preview, ‘Behold’. The most intriguing title here is Kelp: Shark vs. Octopus, an asymmetrical game in which an octopus hides from a shark that is hunting for it. The Octopus player uses cards to move blocks it can move behind, whilst the shark player rolls dice to find the blocks and then reveal whether there is its prey behind it. ‘Points’, the regular column of readers’ letters, contains a mix of praise for the magazine and a discussion of gaming culture, including representation in the hobby and the appeal of co-operative games. Again, at just four letters, it really does not seem enough. As with the previous issues, there is scope here for expansion of this letters page to give space to more voices and readers of Senet. One way of doing that is perhaps to expand it when ‘For Love of the Game’ comes to end. This regular column continues the journey of the designer Tristian Hall towards the completion and publication of his Gloom of Kilforth. By this entry of his column, he has long moved past this and is more looking at the travails of being a game designer. This time, he discusses how to be an effective designer and representative of the company online. The advice he gives is solid and to the point, far more so than in the column in the previous issue, so is surprisingly useful.

By this the thirteenth issue, the format of Senet is well and truly tried and tested.
Two interviews, one with a designer, one with an artist, and one article exploring a game mechanic whilst another looks at a game theme. It is a format that works well since it throws a light on different aspects of the hobby and its creators. However, Senet Issue 13 does strays ever slightly, in a tiny fashion if you will, from this format. Instead of looking at a game theme, it instead looks at a game format. This is the ‘microgame’, a game that has relatively few components packed into a pocket-friendly box and is relatively budget friendly as well. Matt Kelly’s ‘Small Worlds’ explores the history of microgame from Steve Jackson Games’ Ogre all the way to here and now with the superlative Scout, noting that there was a lengthy extensive interregnum between original heyday with Metagaming, Task Force Games, and even TSR, Inc., and their rebirth with what the article calls a ‘micro wave’, really beginning with Love Letter in 2012 from Alderac Entertainment Group, followed by a multitude of mini-games from Oink. This gives the article a pleasing balance with space aplenty given to both the past and the contemporary. It also explores the drive to make games as small as possible and still be playable. Overall, this is a good overview of the history of, and the phenomena that is, the microgame, though it feels all too short and it would have been fascinating to explore some of the titles published during the six years when they were first popular.

The issue’s first interview is with Polish designer, Adam KwapiƄski. In ‘The Taskmaster’, he talks to Alexandra Sonechkina about his designs like Terracotta Army and Frostpunk: The Board Game, and the strong theming and difficulty of their play. Also discussed is his book about board game design, Board Games on my Mind. It would have been interesting to see the latter reviewed in the issue, but it is not. It is solid, interesting interview, as is the artist interview by Dan Jolin, which is with Alex Crispin. In ‘Blackout’, he explores the design, and specifically, the look of Escape the Dark Castle: The Game of Atmospheric Adventure and Escape the Dark Sector: The Game of Deep Space Adventure, amongst other games, including the forthcoming title from Themeborne Games based on the television series, The Last of Us. His is a distinctive, grim and scratchy style that also stands out because it is in black and white, and it is interesting to see the style develop into something more subtle with The Last of Us: Escape the Dark.

Matt Thrower examines the issue’s theme, included to catch the winter period when Senet Issue 13 was published, in ‘Christmas Play’. Despite the editor’s joy at the inclusion of the cut out and play game, ‘Sleigh Wars’, which appeared in White Dwarf #72 (December 1985), the theme provides rather paltry pickings and the author has to work hard to make the article interesting. Christmas is often seen as a time to play games, but not necessarily Christmas games. Instead, games like Monopoly are common—and everyone knows that such games are anything other than good. Similarly, the early Christmas-themed board games are all race games and it is not until games like Hen House Games’ Ugly Christmas Sweaters from 2020 and 25th Century Games’ Holly Jolly from 2021, that Christmas games appear to match theme and play. The article even includes a list of other holiday-themed games, so ultimately there is an air of desperation to the piece.

‘Unboxed’, Senet’s reviews section covers a wide range of games. This includes Cosmoctopus from Paper Fort Games, which not only continues the cephaloid theme from the earlier Kelp: Shark vs. Octopus, but also receives ‘Senet’s top choice’! Other titles reviewed include Stonemaier Games’ Expeditions, set in the same world as the publisher’s highly regarded Scythe; the odd Obey the Clay, a clay-moulding game designed by Aardman Animations and published by Big Potato Games; Call of Kilforth from Hall or Nothing, whose designer writes the ‘For Love of the Game’ column in the magazine; and even, The Texas Chainsaw Massacre: Slaughterhouse from Funko Games. The range of games reviewed is quite diverse and shows off a wide range of different games for different tastes and play styles in just a few pages. The magazine could easily expand this section or do a whole separate publication of reviews of this quality.

As is traditional, Senet Issue 13 comes to a close with the regular end columns, ‘How to Play’ and ‘Shelf of Shame’. For ‘How to Play’, ‘Growing Roots: lessons for parents in play’ by John Ankers looks at aspect of the board gaming hobby that has become increasingly common over the years—parents teaching their children to play board games. In his case, it is with the board game, Root, and how parent and child learned to play together and what they learned from it. It is a nicely enjoyable piece about forging memories as much it is lessons. Lastly, Rozie Powell of Cozy Boardgames pulls Moon Adventure for her ‘Shelf of Shame’ and discovers a counterpart Deep Sea Adventure—thus continuing the issue’s theme of microgames—that she would play again, but with a different group of players.

Physically, Senet Issue 13 is shows off the board games it previews and reviews to great effect. There are some entertaining articles in the issue, ‘Small Worlds’, in particular, stands out, as does ‘Christmas Play’, though more for the effort that the author has to put into it! Overall, Senet Issue 13 maintains the magazine’s high standards and is a good read.

Friday, 20 June 2025

Unseasonal Activities: Die Hard: The Nakatomi Heist Board Game

It is not Christmas until Hans Gruber has fallen from the executive floor of Nakatomi Plaza to his death on the ground below. In Die Hard: The Nakatomi Heist Board Game, you do not only get to make sure that Hans Gruber falls from the executive floor of Nakatomi Plaza to his death on the ground below every Christmas, but also very time you play Die Hard: The Nakatomi Heist Board Game. Published by The Op GamesDie Hard: The Nakatomi Heist Board Game is the board game adaptation of the 1988 anti-heist thriller directed by John McTiernan and starring Bruce Willis, Alan Rickman, Alexander Godunov, Bonnie Bedelia, and Reginald VelJohnson. Designed for two to four players, aged fifteen and over, and playable in sixty to ninety minutes, Die Hard: The Nakatomi Heist Board Game is an asymmetrical board game in which one player takes the role of New York detective John McClane and up to three other players take the role of the Thieves attempting to rob the Nakatomi corporation of $640 million in bearer bonds. For the players who control the Thieves, the game is co-operative. The game is played in three acts on three different sections of the board, the board unfolding to reflect this, and both John McClane and the Thieves having different objectives to achieve in each act. In general, John McClane is trying to achieve his objectives to get to the next floor and the Thieves are not only trying to stop him, but also working together to unlock the vault holding the bearer bonds. John McClane wins if he get to Act III and kill Hans Gruber, but the Thieves win at any time if John McClane dies—by running out of Action Cards, or they break into the vault.

Die Hard: The Nakatomi Heist Board Game comes with a double-sided board game, eighty Action Cards for John McClane, forty Action Cards for the Thieves, twenty-five Lock cards, a John McClane Player Board, Lock Tracker Card, figures for John McClane, Hans Gruber, and seven Thieves, a Combat Die, and then various cubes, tokens, and tiles, plus the rulebook. The board depicts three different floors of Nakatomi Plaza, one for each act. Each floor is marked with spots where Objective Tokens can be found for both John McClane and the Thieves. Both will have to search for these in order to complete objectives which vary from act to act. In Act I, John McClane must ‘Find the Machine Gun’, ‘Find the Radio’, and ‘Acquire the Shoes (that don’t fit)’. In Act II, he must ‘Find the Detonators and Explosives’, ‘Drop the Detonators and Explosives down the Elevator Shaft’, and ‘Kill a Thief, and throw him out a window’. In Act III, he must ‘Scare the Hostages off of the Roof’, ‘Swing on the Fire Hose’, and of course, ‘Kill Hans Gruber’. Complete the objectives in each act and John McClane and the game can progress to the next.

Whereas the Thieves have one objective that does not vary from act to act and then objectives that do. The ‘Draw Blood’ objective does not vary from act to act, the Thieves constantly attempting to punch or shoot John McClane. In Act I, their other objectives are to ‘Track McClane’ and ‘Capture 3 Hostages’. In Act II, they ‘Shoot the Glass’ and ‘Fire the Rocket’. In Act III, they are ‘Open the Sixth Lock’ and ‘Trigger the Roof Explosion’. Most of John McClane’s objectives will grant him specific bonuses, whereas the Thieves’ objectives grant extra attempts to unlock the Vault. All of the objectives match things that happen in the film, whether done by John McClane or by the Thieves.

The John McClane player receives a deck of Action Cards per act, but the cards he plays are carried over into the next act, whereas those he discards are not. Thus, he needs to be doubly careful in what cards he decides to play, whether for effect in the current act or subsequent acts. An Action card will give him options to Move, Sneak, Punch, Shoot, Support, Shove, and Recover. All movement and attacks are orthogonal, not diagonal; any damage done to a Thief kills him, whilst John McClane loses an Action Card and further fulfils the Thieves’ ‘Draw Blood’ action; Shove lets John McClane push a Thief; Recover allows the John McClane player to draw from the discard pile; and Support lets John McClane talk to Sergeant Powell to further fill the ‘Find Radio’ objective, granting a combat bonus when completely filled up. An Action will give John McClane one or more actions, and these can be done in any order. In a round, the John McClane will draw five Action Cards, play three of them and discard the other two. In addition, John McClane can freely use the vents to move around each floor.

The Thief players draw from a shared deck of Action Cards and have five Actions. These are Lock, Move, Punch, Shoot, and Reinforcements. The Reinforcements Action enables the Thief players to return a Thief figure to play if one has been killed. However, this is at the loss of all other actions and it hinders the Thieves’ action to unlock the vault. The Lock Action enables a Thief to cover up a numbered space on the current Vault Lock. The Vault Lock is represented by a series of Lock Vault Cards. Each Lock Vault Card shows a row of four numbers, these being the odd numbers from one to nine. These are arranged in a series of grids, which get increasingly larger as the Thieves crack each Lock, from two-by-four all the way up to four-by-four for the sixth and final Lock.

Each turn, the Thief players will be working together to try and crack the code on each Lock. To do this they try and match the numbers on their played Action Cards to the numbers on the grid. This is done with the highest and lowest on the Action Cards they collectively play to not only match the numbers on the current Lock Vault Cards, but do so for adjacent numbers. These can be horizontal or vertical, but they have to be orthogonal. How they do this plays slightly differently depending on the number of players. With one Thief player, he will draw a separate Action Card, look at its number and place the card face down before playing an Action Card from his hand, also face down, and then turn it over to reveal whether he has a solved part of the Lock Vault Code. With multiple Thief players, the Thief players take in turns to be lead thief. If two Thieves, the lead Thief player will draw an Action Card from the Action deck and show it to the other player before placing it face down. They both then play cards from their hand alongside the face down card. If there are three Thieves, the lead Thief player selects a card from his hand, shows it to the other two Thieves, and then play cards from their hands alongside the face down card. The key here is that the beyond the lead Thief showing the other Thieves the first Action, none of the Thief players communicate with each other. When the cards are revealed, the highest and lowest numbers on the cards are hopefully matched on the Lock Vault Code, whilst the card with the middle value is used to determine the actions for the Thieves that turn.

Breaking open the vault is key for the Thieves to win and whilst it is mainly going on in the background of the film, in Die Hard: The Nakatomi Heist Board Game, it is moved to fore. It becomes central to play with the secret, semi-co-operative aspect of its play as the Thief players try to communicate effectively with each other using the Action Cards, emphasising how disruptive John McClane becomes in upsetting their plans and distracting them. At the same time, they want to be working towards their own objectives for the bonuses they grant and attempting to stop John McClane from achieving his as well as inflicting as much damage on him as possible.

Meanwhile, as the game progresses, John McClane goes from New York cop in the dark to action-hero-in-the-know as he works out what is going on and gains more and better Action Cards with each subsequent act after the first. At the same time, John McClane’s player needs to be aware of how many Action Cards he has still to play. Lose them all and he will be killed and the Thieves will win.

Physically, Die Hard: The Nakatomi Heist Board Game is well presented. However, despite being a licensed board game, that only extends to the intellectual property and not the images of the actors. This means that the John McClane, Hans Gruber, and Thief figures are bland in addition to being small, and the artist has had to illustrate the Action Cards in greyscale with lots of silhouettes in black and grey shadows. Yet this works surprisingly well, making Die Hard a black and white film instead of colour and giving it film noir atmosphere. The rulebook is large, but not lengthy, explains everything well and gives good advice as to what both the John McClane and the Thief players have to do.

There is a lot to like about the Die Hard: The Nakatomi Heist Board Game. It actually feels like you are playing Die Hard with John McClane having to find the radio and talk to Sergeant Powell and feeling better for doing so; the Thieves being able to shoot out the glass in Act II, making it difficult for John McClane to move around because of his lack of shoes, which he has to find (and will be too small); finding a machine gun; and lastly, shoot, punch, and shove Hans Gruber off the roof! On the other side, the Thief players constantly have to think about stopping John McClane at the same time as breaking open the vault and the rules for the latter add further uncertainty because they cannot communicate with each other as effectively as they would like. This comes to the fore with three players as the Thieves and ideally Die Hard: The Nakatomi Heist Board Game should be played with all three.

Yet as much as the Die Hard: The Nakatomi Heist Board Game feels like you are playing film it is based on; it feels too much like you are playing the film it is based on. There is no variation in the game from one playthrough to the next. The objectives are always the same and once you have played through it once as John McClane and won and then played through it as the Thieves and won, it becomes less of a game and more of a puzzle because of that lack of variability. Ultimately, despite the incredible theming in Die Hard: The Nakatomi Heist Board Game which is going to get you cheering as John McClane succeeds and groaning as one more film quote is made, this is a board game you probably only want to play at Christmas.

Friday, 11 October 2024

Friday Fantasy: The Rats of Ilthmar

Dungeon Crawl Classics
Lankhmar #11: The Rats of Ilthmar
is a scenario for Goodman Games’ Dungeon Crawl Classics Role Playing Game and the tenth scenario for the
Dungeon Crawl Classics Lankhmar Boxed Set.
Scenarios for Dungeon Crawl Classics tend be darker, grimmer, and even pulpier than traditional Dungeons & Dragons scenarios, even veering close to the Swords & Sorcery subgenre. Scenarios for the Dungeon Crawl Classics Lankhmar Boxed Set are set in and around the City of the Black Toga, Lankhmar, the home to the adventures of Fafhrd and the Gray Mouser, the creation of author Fritz Leiber. The city is described as an urban jungle, rife with cutpurses and corruption, guilds and graft, temples and trouble, whores and wonders, and more. Under the cover the frequent fogs and smogs, the streets of the city are home to thieves, pickpockets, burglars, cutpurses, muggers, and anyone else who would skulk in the night! Which includes the Player Characters. And it is these roles which the Player Characters get to be in Dungeon Crawl Classics Lankhmar #11: The Rats of Ilthmar, small time crooks trying to make a living and a name for themselves, but without attracting the attention of either the city constabulary or worse, the Thieves’ Guild!

Dungeon Crawl Classics Lankhmar #11: The Rats of Ilthmar is a scenario for Third Level Player Characters and is a slightly shorter and slightly different scenario to others released for the Dungeon Crawl Classics Lankhmar Boxed Set. Not in terms of what the Player Characters have do, which is perform a robbery, but in terms of who the robbery is being performed for and where it is being performed. The who is the Overlord, the ruler of the City of Sevenscore Thousand Smokes, and somehow, the Player Characters have fallen foul of the law, or at least the authorities, because either is very likely, or somehow come to his attention. Thus, the where, which is the city, the notoriously dirty, trash-ridden city of Ilthmar. This lies to the east of Lankhmar, on the coast of the Sea of the East. Then the why. Ilthmar is home to the cult of the Rat God, a cult barely tolerated in Lankhmar. The Overlord recently learned that the cult of the Rat God has recovered a holy relic, the Hand of St. Heveskin, and worse, instends to have it smuggled into Lankhmar where doubtless it will attract untold numbers of rats which will get into the city’s grain stores, leading to likely food shortages and possible famine and unrest. Fortunately, Lankhmar is home to some of the greatest cut-throats, sorcerers, and alley-fighters, not to save thieves, in all of Newhon. Of course, since neither Fafhrd or the Gray Mouser are available, the Player Characters will have to do. As the scenario opens, they find themselves in alley close to the Temple of the Rat on Ilthmar Harbour, observing a number of barefoot worshippers dressed in rat hair robes and carrying slender whips, followed by priests naked except for the rat masks they wear and the bigger whips they carry. This is definitely not a scenario for anyone who suffers from musophobia!

From this set-up, it is entirely up to the Player Characters how they proceed. They can climb over the walls, they can waylay some of the worshippers and attempt to mingle with them in what is an important ceremony, and so on. They only have tonight as today is the Day of the Rat and tomorrow the artefact is going to be shipped out to cultists in Lankhmar. Of course, because the priests and worshippers are attending the ceremony, the rest of the temple is going to be quiet—perfect for a bunch of ne’er-do-wells to sneak in, grab the reliquary, plus what treasure they can fill their pockets with, and sneak out again. And if they are successful, have the Overlord owe them a favour when they get home!

What follows from this great set-up, is a solid enough dungeon for the Player Characters to explore and plunder, although this time, they will be mostly sneaking their way through its various rooms and corridors. The various locations only number twenty, split between above and below ground, and are all nicely detailed. Never once does the reader and thus players when it is run, not get the feeling that the characters are in a grubby, rat-infested, and rat-themed temple. Signs of the Rat God are everywhere, including manipulation of some worshippers to be more rat-like. They include berserkers partially altered altered through ghastly surgery and worse to believe they are rats and a very nasty Catacomb Guardian, a ghost of what appears to be a tortured priest of the Rat God with the chittering heads of rats sown into his eyes and mouth, that still protects the catacombs. There is a random chance that he will appear, but if he does, he is a very difficult monster to defeat. There are several traps too, to catch the unwary, and the final encounter has a nice sense of energy to it, although a very agile Player Character may be able to get past it. Throughout, there are suggestions adjusting the threats and challenges for a smaller party of Player Characters.

The adventure is concluded with details of how the Player Characters might escape from the temple and what form their possible rewards might take if they return to Lankhmar with the Hand of St. Heveskin. Full details of the Hand of St. Heveskin are provided in the scenario’s first appendix.
All together, Dungeon Crawl Classics Lankhmar #11: The Rats of Ilthmar is a short adventure that should take no longer than a session to complete and the criminal nature of the Player Characters means that it is easy to set-up and inset into a campaign using the Dungeon Crawl Classics Lankhmar Boxed Set. Interestingly, Dungeon Crawl Classics Lankhmar #11: The Rats of Ilthmar began life as a special adventure for the winners of the Lankhmar Trivia Contest held in 2015 and then played at Gen Con 2015. Which means that it actually predates the release of Dungeon Crawl Classics Lankhmar Boxed Set by two years! All ten questions from that trivia contest are included in the scenario’s second appendix, along with their answers.

Physically, Dungeon Crawl Classics Lankhmar #11: The Rats of Ilthmar is well presented. The artwork is good, having a suitably rattish, grubby feel to it. The cartography is rather plain, if workable.

Dungeon Crawl Classics Lankhmar #11: The Rats of Ilthmar is a scenario with a great set-up and potentially great rewards for the Player Characters. In between, it is solidly themed heist which the players can enjoy without having to win a trivia contest.

Friday, 21 June 2024

Friday Fantasy: Unholy Nights in Lankhmar

Dungeon Crawl Classics
Lankhmar #10: Unholy Nights in Lankhmar
is a scenario for Goodman Games’ Dungeon Crawl Classics Role Playing Game and the tennth scenario for the
Dungeon Crawl Classics Lankhmar Boxed Set.
Scenarios for Dungeon Crawl Classics tend be darker, grimmer, and even pulpier than traditional Dungeons & Dragons scenarios, even veering close to the Swords & Sorcery subgenre. Scenarios for the Dungeon Crawl Classics Lankhmar Boxed Set are set in and around the City of the Black Toga, Lankhmar, the home to the adventures of Fafhrd and the Gray Mouser, the creation of author Fritz Leiber. The city is described as an urban jungle, rife with cutpurses and corruption, guilds and graft, temples and trouble, whores and wonders, and more. Under the cover the frequent fogs and smogs, the streets of the city are home to thieves, pickpockets, burglars, cutpurses, muggers, and anyone else who would skulk in the night! Which includes the Player Characters. And it is these roles which the Player Characters get to be in Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar, small time crooks trying to make a living and a name for themselves, but without attracting the attention of either the city constabulary or worse, the Thieves’ Guild!

Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar is a slightly longer and slightly different scenario to others released for the Dungeon Crawl Classics Lankhmar Boxed Set. It is also a whole lot weirder, because it involves encounters with an extraplanetary traveller who comes dressed in red and runs around on rooftops, which sounds exactly like you think it does. After all, Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar is a ‘A Level 2 Holiday Adventure’ and there really only one holiday where a traveller dressed in red runs around the rooftops. So you have you know who running around on the rooftops of Lankhmar, which to be honest, sounds goofy. It is. However, it is not quite what you expect, so it just about works. Expect the players to groan at you or at least roll their eyes.

Designed for two or three Player Characters of Second Level, the other reason why
Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar is different is because it is an investigation. This is not a type of adventure that the Dungeon Crawl Classics Role Playing Game is known for, but the one thing that the Dungeon Crawl Classics Lankhmar Boxed Set has encouraged is a wider range of scenario types. Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar begins with the discovery of the body of one of the Player Characters’ contacts in strange circumstances—they find him dead on the roof of his building with a living pine tree growing through him! All of which occurs under even weirder skies, as only tens days before, thick clouds settled over the city and have yet to move, plunging Lankhmar into a perpetual, unnatural darkness that means it remains gloomy even in the middle of the day. The clouds have yet to move and no one has any idea why!

The scenario is split into two parts. The first is the investigation. This
leads the Player Characters back and forth across the city, first attempting to discover what the strange tree is and where it comes from and the rash of victims whose deaths have occurred in exactly the same fashion. In the process, they run into some surprisingly useful and interesting NPCs. This includes a gardener and a member of the city constabulary who actually thinks that the Player Characters can help, though of course, his boss wants to pin the murders on the Player Characters and throw them in gaol! Which should not be a surprise, since they do keep hanging around murder sites. Then there is the strange figure in red on the rooftops...

The investigative process is eased for the Judge with the inclusion of an
‘Investigation Map’ which handily links all of the clues together and for the players and their characters with ‘The Rumour Mill’, a list of possible rumours that the Player Characters can easily pick up by visiting their usual haunts and plying their fellow patrons with a few drinks. Pleasingly written in the vernacular and sounding just a little English with the use of words such as ‘tosspot’, these are handy means of directing the players and their characters back on track. The investigation process though, is not all talk and looking for clues. The likelihood is that there will be a couple of fights along the way, a possible confrontation with the city constabulary, and if that is not enough, the Judge is given two combative events to throw into the mix. One of these, ‘New (Possibly Old) Friends’, can be tied back to previous scenarios, such as Masks of Lankhmar or Dungeon Crawl Classics Lankhmar #1: Gang Lords of Lankhmar.

Completing the investigative half of
Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar leads to the second half, the ‘Confrontation’. This is where the action really happens as the Player Characters locate the lair of the culprit behind both the murders and the strange weather and attempt to stop him. It is a classic Dungeon Crawl Classics Lankhmar ending, the Player Characters having to sneak into the building and ascend to the scene of the final confrontation, the likes of which we have seen before from the author. This is not to say that it is not either badly done or detailed, as it is nicely detailed and a fitting culmination to the investigation, just similar to ones we have seen before.

The scenario does come with a nice pay-off for the Player Characters and as well as gaining the satisfaction of saving the city, should earn a contact or two in the process. Rounding out Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar leads is a pair of appendices. The first is the aforementioned ‘The Rumour Mill’, whilst the second is ‘Khahkht of the Black Ice’. This details the villain behind the scenario, a god-wizard from Nehwon’s far north, around the Frozen Sea, much feared and whispered of by the Mingols. In fact, any Mongol Player Character may be already be aware of him. ‘Khahkht of the Black Ice’ presents him as a possible Patron, along with the benefits of invoking him and suffering taint from him, as well as his three spells, Ray of the Anti-Sun, Craft of the Chill Smithy, and Khahkht’s Icy Breath. Khahkht is definitely a cruel and uncaring Patron, even evil, and certainly a wizard would have to be similarly evil or desperate to pledge himself to him. His inclusion then is suited for use with NPCs rather than Player Characters.

Physically, Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar is well presented. Both artwork and cartography are good, with some entertaining action scenes depicted.

If there is an issue with Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar, it is in its set-up. This requires the Player Characters to know the victim at the start of the adventure and to have his death be meaningful at the start of the start of the adventure, the Judge needs to add him to an earlier scenario. Given that this is the tenth scenario for the Dungeon Crawl Classics Lankhmar Boxed Set that makes it a bit difficult to set up unless the Judge is waiting to have every scenario to hand before running her campaign. Another issue is the ‘holiday’ or ‘Christmas’ element of the scenario which feels as if it was levered in almost sufferance rather than willingly. There is no denying that it is silly, but fortunately, it is not particular intrusive.

Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar is an engaging mix of investigation and action, as well as roleplaying, which under the unnaturally cloudy skies over the city of Lankhmar, feels just a little like film noir.

Unseasonal Festivities: Dungeons & Dragons Annual 2024

The Christmas Annual is a traditional thing—and all manner of things can receive a Christmas Annual. Those of our childhoods would have been tie-ins to the comic books we read, such as the Dandy or the Beano, or the television series that we enjoyed, for example, Doctor Who. Typically, here in the United Kingdom, they take the form of slim hardback books, full of extra stories and comic strips and puzzles and games, but annuals are found elsewhere too. In the USA, ongoing comic book series, like Batman or The X-Men, receive their own annuals, though these are simply longer stories or collections of stories rather than the combination of extra stories and comic strips and puzzles and games. In gaming, TSR, Inc.’s Dragon magazine received its own equivalent, the Dragon Annual, beginning in 1996, which would go from being a thick magazine to being a hardcover book of its own with the advent of Dungeons & Dragons, Fourth Edition. For the Dungeons & Dragons Annual 2024—as with the Dungeons & Dragons Annual 2021, the Dungeons & Dragons Annual 2022, and the Dungeons & Dragons Annual 2023the format is very much a British one. This means puzzles and games, and all themed with the fantasy and mechanics of Dungeons & Dragons, along with content designed to get you into the world’s premier roleplaying game.

Despite what it says in the introduction, the Dungeons & Dragons Annual 2024 is not quite a book for everyone. This is because its content is really geared to towards players new to roleplaying and Dungeons & Dragons, with lots of advice on how to get started and what choices to make, and overviews of many different aspects of the roleplaying game, its settings, and history. This is not the only content in the book though and there is some of it that will be of interest to more experienced players, especially the community creators content. As usual the Dungeons & Dragons Annual 2024 is replete with excellent artwork drawn from the worlds of Dungeons & Dragons, a handful of puzzles, and spotlights thrown on some of the baddest villains in Dungeons & Dragons.

Published by Harper Collins Publishers, Dungeons & Dragons Annual 2024 opens with a ‘Quick Start Guide’, a flow chart that takes the reader step-by-step how to get into the hobby and start playing. This begins with finding your people and deciding who will be the Dungeon Master before moving on through character creation, session zero, and all the way to the first session and afterwards. It is simple and it is clear, and it begins a guide that runs through the pages of this annual. It continues with ‘A History of D&D’, a fairly broad timeline that brings the roleplaying game up to today, when its future remains unknown as we await the arrival of a new edition later this year. ‘Finding a Game’ under ‘Roll for Inspiration’ suggests options for finding other players, such as playing by post, playing at a games store, or playing online, again giving each option a thumbnail description, a starting point rather than full advice. ‘Roll for Inspiration’ also suggests ‘Playing in Alternative Settings’, including Science Fiction, Steampunk, Noir, and more. Some of these suggestions point to actual Dungeons & Dragons books such as Curse of Strahd for a Gothic setting. Other entries under ‘Roll for Inspiration’ give a guide to combat, creating your own campaign settings, and more.

The guide to playing and getting ready to play, really begins with ‘Character Creation’, which breaks down the character sheet for Dungeons & Dragons, Fifth Edition and details the very basics of the process, whilst the ‘Classified’ feature examines the various Classes in the roleplaying game, explaining what they do, their skills, why they are so good, and so on. Thus ‘Casters’ does this for Arcane spellcasters, ‘Tanks’ for fighting types, and ‘Utility’ does it for the Bard, the Rogue, the Ranger, and the Cleric. The descriptions are basic, but their aim is to sell what playing a member of each Class is like and in that it succeeds.

The ‘Heroes & Villains’ section begins big with ‘Vecna and Kas’, the first look at some the signature figures in Dungeons & Dragons. The descriptions are short, but to the point, and richly illustrated, but each comes with his or her own story, a fact file, pertinent points, and so on. In the case of ‘Vecna and Kas’, this includes both the Eye of Vecna and the Hand of Vecna, and his cult. What is really great about the description of Vecna is that it includes a sidebar about the ‘Head of Vecna’, a non-magical item that would lend itself to a great gaming story and gaming legend. It is a great story, but it is not necessarily a familiar one. So, what it shows about Dungeons & Dragons Annual 2024 is that its author knows or understands the world of Dungeons & Dragons—or at least, has done his homework. Of course, ‘Vecna and Kas’ is also looking forward to the now recently released Vecna – Eve of Ruin. ‘Tasha’ does the same for the Witch Queen, famed for her spells like Tasha’s Hideous Laughter, as does ‘The Raven Queen’ for the divine interloper from the Shadowfell.

‘Mapping the Multiverse’ explores some of the major locations and settings for Dungeons & Dragons. The first location is ‘Candlekeep’ in the Forgotten Realms, presented in rich colour and nicely annotated. It does seem an odd place to start, just a single location, as none of the other entries copy this. Thus, ‘Eberon’ includes a full map of the continent, again nicely marked up, whilst ‘The Sword Coast’ returns to the Forgotten Realms in similar fashion. The world of ‘Krynn’ is treated in similar fashion. ‘Anthologies’ looks back at the last decade of Dungeons & Dragons, Fifth Edition by highlighting some of the scenario collections that Wizards of the Coast has published, such as Keys from the Golden Vault or Tales from the Yawning Portal, whilst ‘Shadow of the Dragon Queen’ in ‘Campaign Spotlight’ looks at the return of Dungeons & Dragons to the world of Krynn and Dragonlance. The other entry in the ‘Campaign Spotlight’ sort of brings the numerous settings together with ‘Spelljammer: Adventures in Space’ which takes Dungeons & Dragons into deep space, and potentially to anyone of the settings presented in Dungeons & Dragons Annual 2024.

The ‘Bestiary’ feature looks at numerous types of monsters in Dungeons & Dragons. Every entry tells the reader how dangerous the monster is, where it is found, what to watch out for, and their battle plan. The monsters covered include the undead, Illithids—Mind Flayers and the like, giants, and what it terms ‘The Classics’. These consist of the signature creatures of the Dungeons & Dragons game, the Gelatinous Cube, the Mimic, and the like.

The biggest features in the Dungeons & Dragons Annual 2024 are ‘Meet the Creators’. These profile and interview players and creators who have taken their hobby and brought into the public sphere with a podcast. They include Shamini Bundell of RPGeeks, a podcast which combines Dungeons & Dragons with science and Science Fiction; Daniel Kwan from The Asians Represent Podcast is interviewed about Asian creators, representation, and what an Asian perspective brings to Dungeons & Dragons games that he runs; and Connie Chang, of the all-transgender, Person-of-Colour-led podcast, Transplanar, talks about running a campaign about love, yet set in a dark, apocalyptic world. All three of these podcasts have lasted more than the one season and the interviewees have a chance to reflect on how they started, the Player Characters, games played, and their opinions on Dungeons & Dragons. At four pages each, these interviews are the longest features in the annual—and easily its highlight, providing a different and far from unwelcome aspect on playing and creating for Dungeons & Dragons.

Elsewhere, ‘Beyond the Tabletop’ does what it says and look at the hobby away from the table. So ‘Conventions’ gives a very quick guide to the hobby’s big events like Pax and Gen Con, and though it is nice to see Dragonmeet, a convention in the UK, it seems curious not to include UK Games Expo, and ‘More Than a Game’ looks at aspects of the hobby in a similar fashion—cosplay, listening to actual play, miniatures, and more. Perhaps one of the most entertaining entries is ‘D&D in a Castle’, which looks at the event which takes places three times a year at Lumley Castle, a fourteenth century, hosting a long weekend of playing Dungeons & Dragons. It looks a lot of fun and perhaps the apogee of the progress made by the reader of Dungeons & Dragons Annual 2024 from his reading the first few pages, starting with ‘Quick Start Guide’. ‘Level Up Your Table’ suggests ways to enhance play, such as including ‘The Deck of Many Things’, though it does come with a warning about the derailing effect of its cards. It also ties into The Deck of Many Things release from Wizards of the Coast.

Like all British annuals, the Dungeons & Dragons Annual 2024 has puzzles. In previous editions, such puzzles—or ‘Activities’ as they are titled here—have been the simplest of retheming of perennial standbys, such as having to move the minimum number of matchsticks around to solve a puzzle or a maze or… To be blunt, they did not look much different to the puzzles found in other annuals for other intellectual properties. The puzzles in the Dungeons & Dragons Annual 2024 are better and more strongly themed. They begin with ‘What Type of Player Are You?’, a classic quiz which determines what type of person you are, or this case what sort of roleplayer you are. It is a bit broad in its definitions, but that is the nature of such quizzes. There is also a maze, which is not easy, the wordsearch is done as a ‘Hex Crawl’ in which spell names have been hidden, the Sudoku-style puzzle substitutes symbols rather than numbers and comes in two levels, ‘Cryptograms’ provides a Dungeons & Dragons code-breaking task, and there is an ‘Intelligence Check’, a quiz about the roleplaying game’s lore, much of which is previously detailed in the book. In comparison to previous editions of the Dungeons & Dragons Annual, there are fewer puzzles and not only are they of higher quality, but they are also better themed. In the past the puzzles have always felt like a waste of space, but that is not the case here.

Physically, the Dungeons & Dragons Annual 2024 is solidly presented. There is plenty of full colour artwork drawn from Dungeons & Dragons, Fifth Edition, and the writing is clear and kept short, so is an easy read for its intended audience.

In past years, entries in the Dungeons & Dragons Annual series have proven to be decent enough introductions to Dungeons & Dragons, but did not always feel as if they were not written by authors who knew the world of Dungeons & Dragons very well. Fortunately, the Dungeons & Dragons Annual 2024 feels different. There is a strong focus on the worlds and worlds of Dungeons & Dragons, its settings and its villains, but coupled with a decent guide to getting started and taking the first steps. The interviews with the podcast creators really standout as showing how the hobby embraces and has the space for such a diverse range of creators, which means that players of different backgrounds can see themselves reflected in the hobby. Of course, for the veteran there is less in the pages of the Dungeons & Dragons Annual 2024 that will be new and unless they are a collector of all things Dungeons & Dragons, this is not a book that they need on their bookshelves. As something to receive at Christmas (or not) in your Christmas stocking (or not), the Dungeons & Dragons Annual 2024 is the best yet to be published by Harper Collins Publishers. It is informative and it is engaging, providing more and more useful details about the world of Dungeons & Dragons before the reader takes his first steps into actual play. It will be very difficult for the Dungeons & Dragons Annual 2025 to improve on the Dungeons & Dragons Annual 2024.

Friday, 28 July 2023

Unseasonal Festivities: Dungeons & Dragons Annual 2023

The Christmas Annual is a traditional thing—and all manner of things can receive a Christmas Annual. Those of our childhoods would have been tie-ins to the comic books we read, such as the
Dandy or the Beano, or the television series that we enjoyed, for example, Doctor Who. Typically, here in the United Kingdom, they take the form of slim hardback books, full of extra stories and comic strips and puzzles and games, but annuals are found elsewhere too. In the USA, ongoing comic book series, like Batman or The X-Men, receive their own annuals, though these are simply longer stories or collections of stories rather than the combination of extra stories and comic strips and puzzles and games. In gaming, TSR, Inc.’s Dragon magazine received its own equivalent, the Dragon Annual, beginning in 1996, which would go from being a thick magazine to being a hardcover book of its own with the advent of Dungeons & Dragons, Fourth Edition. For the Dungeons & Dragons Annual 2023—as with the Dungeons & Dragons Annual 2021 and the Dungeons & Dragons Annual 2022the format is very much a British one. This means puzzles and games, and all themed with the fantasy and mechanics of Dungeons & Dragons, along with content designed to get you into the world’s premier roleplaying game.

Published by Harper Collins Publishers, the Dungeons & Dragons Annual 2023 moves on from the Dungeons & Dragons Annual 2022 in a surprising nod to recent eventsit acknowledges the effects of COVID-19 and the Lockdown, and how that changed our gaming practices, many of us moving online to play Dungeons & Dragons and other RPG, for example, via Zoom. It suggests means of doing so and what those means offer in terms of play and interaction, making the point that it is still a viable option even though in-person play has returned. This is explored a little further in ‘Virtual Play Weekend’, which looks at events organised online by Wizards of the Coast.

However, where the
Dungeons & Dragons Annual 2023 starts with ‘Welcome to the Multiverse’, an overview of some of the settings explored in official releases for Dungeons & Dragons from Wizards of the Coast. This itself begins with the Forgotten Realms—because it always does—but it includes some of the lesser know worlds such as Exandria of Critical Role and both Strixhaven and Ravnica from Magic: The Gathering. These are only thumbnail descriptions, so they are all too brief, leaving the reader wishing that any one them of had pages of their own in the book. Thankfully, several of them do, but not all. The three that do each receive this attention via a series of articles, sometimes paired, sometimes not. One is from the ‘Heroes & Villains’ series and the other is from ‘Mapping the Realms’. The first is Ravenloft, and its ‘Heroes & Villains’ entry is a description of Strahd, the Darklord of Barovia, one of the lands of Shadowfell. Included here too, are descriptions of his allies and enemies, such as the vampire hunter, Doctor Rudolph Van Richten, and Strahd’s rival, the Sun Elf vampire, Jander Sunstar. Van Richten receives more attention in the accompanying, paired ‘Mapping the Realms’ entry which also highlights Castle Ravenloft and its location on the map. Acerak, the villain of Tomb of Annihilation is given similar treatment, whilst the other ‘Mapping the Realms’ entries explore ‘The Feywild’ and its unpredictable, primal magic—later detailed in its own section in ‘Wild Magic’, ‘Gewhaawk’, the original campaign setting for Dungeons & Dragons, and ‘Avernus’, the first level of hell explored in Baldur’s Gate: Descent into Avernus. The heroes described in the ‘Heroes & Villains’ series are Mordenkainen and Volothamp Geddarm.

Community is not ignored in the
Dungeons & Dragons Annual 2023 as it highlights the generosity of players in playing and donating to good causes. Being British means that one of these covered in the Dungeons & Dragons Annual 2023 is Comic Relief, a big event very other year in the United Kingdom. It is a sign of just how far Dungeons & Dragons has been accepted into the mainstream that it is part of such a big event. Other events highlighted are Extra Life and Playing D&D for Mermaids. The spotlight here is on the ‘Three Black Halflings’ podcast, ‘Girls Guts Glory’ streaming group, and even an interview with renowned Dungeon Master, B. Dave Walters in ‘Meet the DM’, which together showcases the appeal and diversity of the Dungeons & Dragons community.

Even if the Dungeons & Dragons Annual 2023 has no stats or adventures or anything mechanical for Dungeons & Dragons, Fifth Edition in its pages, it does talk about the basics of getting ready to run the game. ‘Planning a Dungeon Delve’ looks at all the elements of an adventure, whilst ‘A Beginner’s Guide to Homebrewing’ suggests ways in which Dungeons & Dragons can be modified, including characters and worlds. There is a guide too, to ‘Writing a Backstory’ as part of a character creation checklist, whilst ‘Session Zero’ examines how a pre-campaign session works and sets out eveyone’s expectations, and ‘One-shots’ suggests alternatives to longer multiple sessions of play and how they work. That said, describing a one-shot as a self-contained campaign is absurd. Lastly, ‘Level Up Your Table’ suggests ways to enhance play, such as using maps and miniatures and secret messages and even physical puzzles. Thus there is a mix of advice and suggestions for both player and Dungeon Master across the volume.

Beyond play, the ‘D&D Bookshelf’ suggests fiction to read, starting with the adventures of Drizzt Do’Urden, but also mentioning the Dragonlance and Ravenloft series. ‘Loot Table’ suggests gifts and collectible that a Dungeons & Dragons devotee might like beyond the core rulebooks and dice. This notable for the inclusion of ‘Crocs Jibbitiz’, official Dungeons & Dragons-themed adornments for your crocs. Thankfully, there are no official Dungeons & Dragons Crocs, but the Jibbitz are daft enough as it is.

The ‘Bestiary’ series covers otherworldly creatures. So, in ‘Fiends and Celestials’, it is Imps, Balor demons, Pegasi, and Solar Celestials. ‘Aberrations and Undead’ such as the Intellect Devourer, Aboleth, Ghoul, and Death Tyrant, and ‘Elementals and Fey’ like Mephits, Fire Elementals, Dryads, and Quicklings, are given quite detailed descriptions. Conversely, the ‘Gem Dragons’ only receive descriptions in comparison, so there is not really enough of an idea who they might be used in a scenario.

Of course, Dungeons & Dragons Annual 2023 being a British annual, it is not without its puzzles. So there are mazes, spot the difference, word searches, and more. In comparison to previous annuals, the theming is more generic Dungeons & Dragons than a specific campaign world or characters, so not as engaging as in past years.

Physically, the Dungeons & Dragons Annual 2023 is snappily presented. There is plenty of full colour artwork drawn from Dungeons & Dragons, Fifth Edition, and the writing is clear and kept short, so is an easy read for its intended audience.

In past years, entries in the Dungeons & Dragons Annual series have proven to be decent introductions to Dungeons & Dragons, but the Dungeons & Dragons Annual 2023 is beginning to push against the limits of what it can explain and showcase without actually showing what Dungeons & Dragons, Fifth Edition actually looks like. It has moved on since the earlier introductory annuals to look at more advanced aspects of character creation with character backstory and play with a discussion of Session Zero, but it constantly feels as if it is preparing the reader and potential player for something that it can never show. Which is any actual element of the doing of Dungeons & Dragons, so consequently, it is all description, all tell, and no show. Of course, the Dungeons & Dragons Annual 2023 is intended to showcase the numerous aspects of the roleplaying game and its setting, and this it does, but it constantly leaves the reader wanting to take the next step and not quite sure what that is. Taking that step is big one and perhaps a solo adventure would give the reader a better idea of what play is like?

To be fair, this is not a book or supplement that a dedicated player or Dungeon Master is going to need, or even want, to read. After all, much of this will be familiar to either. For the casual reader, the Dungeons & Dragons Annual 2023 is reasonable starting point, but the casual reader will quickly want more. For the collector, the Dungeons & Dragons Annual 2023 is an attraction addition to his bookshelves. Still as something to receive at Christmas (or not) in your Christmas stocking (or not), the Dungeons & Dragons Annual 2023 is an attractive product, informative about Dungeons & Dragons, Fifth Edition, and whilst its own limitations can only help the reader so far, a stepping stone from they can look for further starting points from which to play.

Friday, 24 June 2022

Unseasonal Festivities: Dungeons & Dragons Annual 2022

The Christmas Annual is a traditional thing—and all manner of things can receive a Christmas Annual. Those of our childhoods would have been tie-ins to the comic books we read, such as the
Dandy or the Beano, or the television series that we enjoyed, for example, Doctor Who. Typically, here in the United Kingdom, they take the form of slim hardback books, full of extra stories and comic strips and puzzles and games, but annuals are found elsewhere too. In the USA, ongoing comic book series, like Batman or The X-Men, receive their own annuals, though these are simply longer stories or collections of stories rather than the combination of extra stories and comic strips and puzzles and games. In gaming, TSR, Inc.’s Dragon magazine received its own equivalent, the Dragon Annual, beginning in 1996, which would go from being a thick magazine to being a hardcover book of its own with the advent of Dungeons & Dragons, Fourth Edition. For the Dungeons & Dragons Annual 2022, the format is very much a British one—puzzles and games, yes, and all themed with the fantasy and mechanics of Dungeons & Dragons, along with content designed to get you into the world’s premier roleplaying game.

Published by Harper Collins Publishers, the Dungeons & Dragons Annual 2022 moves on from the Dungeons & Dragons Annual 2021. It is not so much an introduction to Dungeons & Dragons itself, but rather an introduction to FaerĂ»n and the Forgotten Realms, the principal setting for the current iteration of the roleplaying game. The slim volume begins with the first of several entries in the ‘Peoples of the Realm’ series. This is ‘Exploring Elves’, which highlights the various different types of Elves to be found in the Forgotten Realms, noting their special skills and key Classes, as well as some background and some trivia. Included here are the Drow and the Eladrin as well as the High Elves and the Wood Elves. Also mentioned here are the various types of Gnomes, Dwarves, and Halflings, the latter with the comment, “Overlook these diminutive folk at your own risk!”, which the entry and the Dungeons & Dragons Annual 2022 promptly does by consigning all three peoples to a sidebar rather than their own entry in the ‘Peoples of the Realm’ series. It is continued with ‘Think Big’ which suggests with Goliaths, Firbolgs, Orcs, and more as other character options, refencing Volo’s Guide to Monsters and Xanathar’s Guide to Everything. ‘Plane-Touched’ does a similar thing with races such as the Tritons, Genasi, Tabaxi, and more.

The first of the two ‘Campaign Spotlight’ entries in the Dungeons & Dragons Annual 2022 is on Icewind Dale: Rime of the Frostmaiden, the 2020 campaign published by Wizards of the Coast. This covers the campaign’s key features—its entry points, secrets, new rules, locations, and of course, stats for ‘Three Kobolds in a Trenchcoat’. None of it in any detail, but enough to intrigue the reader. Further, this ‘Campaign Spotlight’ is supported by other articles in the annual. The first of the ‘Across FaerĂ»n’ entries looks at Icewind Dale, which of course is the setting for the campaign, and provides more details such as typical monsters—snowy owlbears and frost giants being the most obvious, along with a gorgeous map of the region. The theme of FaerĂ»n and Icewind Dale even continues in ‘Beyond the Tabletop’, the series which looks at Dungeons & Dragons beyond it being just a roleplaying game. The first of these gives attention to Dark Alliance, the Dungeons & Dragons computer in which the Drow Ranger, Drizzt Do’Urden leads his companions into Icewind Dale in search of the magical shard, the Crenshinibon. Drizzt Do’Urden himself is given the spotlight in the next two articles. First in ‘Heroes & Villains’ which introduces him, his companions, and enemies, and second, in ‘Talking D&D: R.A. Salvatore’, an interview with the author of The Crystal Shard and its many sequels which feature Drizzt Do’Urden. Of course, much of this will already be familiar to fans of Dungeons & Dragons—as is the case for the whole of the Dungeons & Dragons Annual 2022—but from the ‘Across FaerĂ»n’ entry on Icewind Dale through the spotlight on Icewind Dale: Rime of the Frostmaiden to the spotlight on Drizzt Do’Urden and interview with his creator, there is a lovely sense of a theme or thread running through the initial handful of articles in Dungeons & Dragons Annual 2022 and it feels much more thought out.

Whilst ‘Explaining the Planes’ takes the reader beyond the Forgotten Realms to look at the Elemental Planes and the Outer Planes, the Dungeons & Dragons Annual 2022 quickly returns to ‘Across FaerĂ»n’ and ‘The Feywild’ in particular. There is a connection between the two in that the Feywild is a reflection of the Prime Material Plane and also back to the ‘Exploring Elves’ article for Eladrin who come from the Feywild. However, ‘Beyond the Tabletop’ continues the journey away from the Elemental Planes and the Outer Planes by looking at the computer game, Baldur’s Gate III, which mentions Avernus, the first layer of the Nine Hells. The other connection to Baldur’s Gate is a two-page spread dedicated to Minsc (and Boo) in ‘Heroes & Villains’ (his counterpart in the annual, is the villain ‘Xanathar’, whilst if not the Forgotten Realms, but still in the annual, is ‘Vecna’), but the connected ‘Campaign Spotlight’ is Baldur’s Gate: Descent into Avernus. This does as good a job as that devoted to Icewind Dale: Rime of the Frostmaiden.

The ‘Bestiary’ first highlights ‘Common Foes’, so the lowly Kobold at Challenge Rating of 1/8 up to the Manitcore at Challenge Rating of 3, and then ‘Boss Fights’, which includes the Lich, the Tarrasque, and the Kraken, all with a Challenge Rating of twenty or more. ‘Oddities’ add a mix of the different and the weird, like the Gelatinous Cube, the Flumph, and the Modron. Dragons’, the last of these is devoted to iconic monsters and their minions.

There is very little about the play or rules of Dungeons & Dragons, Fifth Edition in Dungeons & Dragons Annual 2022, especially in comparison to the Dungeons & Dragons Annual 2021. ‘Roll for Inspiration’ though focuses on advice and help. First with ‘Combat 101’, which explains the basics of that aspect of the game, whilst ‘Where To Start?’ looks at ways of starting a campaign for the Dungeon Master and ‘Learn From The Dungeon Masters’ gives advice from several Dungeon Masters on how to run Dungeons & Dragons. It is solid, if basic advice. The last entry in ‘Roll for Inspiration’ is ‘Creating NPCs’, which like the others contains solid, if basic advice.

‘Podcasts’ gives space to just the two long running series—How We Roll and Adventure Zone. The former again has a nice callback to Icewind Dale: Rime of the Frostmaiden, but both are given good introductions here. Again, just the two are covered, High Rollers and Acquisitions Incorporated, but ‘Live Streams’ reflects the move from the podcast as a means of presenting actual play to Twitch streams, from audio to visual. The look at the hobby comes up to date with ‘Find Your People’, which give two community groups—No More Damsels and Three Black Halflings—which work to build communities which are more inclusive and welcome greater representation in the hobby.

Elsewhere in Dungeons & Dragons Annual 2022, ‘Where It Began: First Edition’ looks back at Dungeons & Dragons from 1974. It is a very basic examination, with Advanced Dungeons & Dragons given only a paragraph. ‘Classic Campaigns’ similarly looks at older scenarios, again in thumbnail fashion, but the tie into Dungeons & Dragons, Fifth Edition is definitely highlighted here. ‘Tasha’s Cauldron of Everything’ looks at everything from character options, magic items, and spells, whilst ‘It Spells Trouble’ examines a variety of spells, from Magic Missile to Wish. Rounding out Dungeons & Dragons Annual 2022 is a quiz and a glossary.

Of course, Dungeons & Dragons Annual 2022 being a British annual, it is not without its puzzles. So there are mazes, word searches, spot the difference, and more. All themed around Dungeons & Dragons. The maze for example, has you attempt to escape from Count Strahd von Zarovich’s clutches, whilst ‘Volo’s (Scrambled) Guide to Monsters’ is an anagram puzzle.

Physically, the Dungeons & Dragons Annual 2022 is snappily presented. There is plenty of full colour artwork drawn from Dungeons & Dragons, Fifth Edition, and the writing is clear and kept short, so is an easy read for its intended audience. It would have been nice to seen a little more artwork from the earlier versions of the roleplaying where they are mentioned.

Over the years, there have been plenty of introductions to Dungeons & Dragons, some of them decent, some them of utterly pointless and useless, such as the Dungeon Survival Guide and the ‘What exactly were you thinking, Wizards of the Coast?!’ Wizards Presents: Races and Classes and Wizards Presents: Worlds and Monsters books that heralded the arrival of the Dungeons & Dragons, Fourth Edition. Fortunately, like the Dungeons & Dragons Annual 2021, its predecessor, the Dungeons & Dragons Annual 2022 is far superior to any of those.

The Dungeons & Dragons Annual 2022 is not so much an introduction to Dungeons & Dragons, Fifth Edition, as Faerûn and the Forgotten Realms. There is much less of a focus on the rules and mechanics in the Dungeons & Dragons Annual 2022, but in terms of background and setting is genuinely an interesting and informative read. To be fair, this is not a book or supplement that a dedicated player or Dungeon Master is going to need, or even want, to read. After all, much of this will be familiar to either. The Dungeons & Dragons Annual 2022 is very much a step on from Dungeons & Dragons Annual 2021, and that does mean that some of the introductory elements of the roleplaying game as it is played have been lost, but still as something to receive at Christmas (or not) in your Christmas stocking (or not), Dungeons & Dragons Annual 2022 is a good introduction into Dungeons & Dragons, Fifth Edition, and especially, Faerûn and the Forgotten Realms.

Monday, 5 July 2021

Unseasonal Festivities: The Doom That Came to Christmas Town

Every year Goodman Games publishes a holiday-themed scenario. Some years it is for the Dungeon Crawl Classics Role Playing Game, other years it is for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic. For 2020, the scenario is for the former rather than the latter. Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is a Level 2 adventure, that is, it is designed for Player Characters of Second Level. Which means that it is not a Character Funnel, one of the features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game—in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is not even a scenario which can be easily slotted into a campaign. This is due to two factors. First, it thoroughly embraces its Christmas theme and second, it is intended as a one-shot.

Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town takes place in The Frozen North, home to Christmas Town where Lord Claus and Mrs. Claus resides together, a Peppermint Mine, Christmas Tree Forest, and more. At the centre of Christmas Town, atop a majestic pine tree, sits the Yule-Light, casting its joyful and life-enhancing light over the small town and its inhabitants. Yet its radiant light, a symbol of goodwill and hope to all, has of late, waned, and in its dim glow, a gloom has fallen over Christmas Town, just on Christmas Eve. At the same time, a sickly-sweet wind has begun to blow from the north, and Lord Claus himself has been stricken. Elsewhere, there are rumours that the Abominable Snow Monster of The North has returned from beyond the Polar Wastes in search of food, and Lord Claus’ trusted champions—Yukon of Cornelius, Rudolph the Red, and the powerful dental-mancer, Hermey, have all gone missing. Yet these pale into significance given the possibility of the Yule-Light being extinguished and allowing evil seep into the world… 

As Lord Claus lies sick in his bed, he urges a band of doubty adventurers, including an Elf Toymaker, a Who-Ville Halfling, Fledgling Reindeer, Mrs. Claus, a Snowman, a Special Delivery Courier, and a Lamplighter, to go forth and look for his missing lieutenants, before warning them that the Grinch has awoken, and that perhaps the true spirit of Christmas may be found in his lair… Wherever that is? Inspired by classic Christmas stories like Rudolph the Red-Nosed Reindeer, Santa Claus Is Comin’ to Town, and especially How the Grinch Stole Christmas!Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town comes with numerous maps, a puzzle or two, seven pre-generated Player Characters, and an eight-location sand-crawl. Initially, the Player Characters will have only a little idea as to which location to go to first, relying at first on what little knowledge they possess and rumours they can learn in Christmas Town, and then at each of the scenario eight locations. These include Christmas Tree Forest, the Isle of Misfits which is home to King Moonracer, a Peppermint Mine, the Winter Warlock’s Tower, and more. At most these, none of which run to more than a handful or two of entries, the Player Characters should be able to find not just clues, but also magical items which will help them elsewhere.

There is a duality to the tone of Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town. The most obvious is humorous and light-hearted, playing up the elements of traditional Christmas stories and especially How the Grinch Stole Christmas!, for this is very much an American Christmas. This is seen especially in the pre-generated Player Characters, which are Christmas-themed versions of traditional Dungeon Crawl Classics Classes. For example, Fireball the Reindeer is a Warrior who attacks with antlers and hooves, and has limited flight, and Mrs. Claus is actually a Cleric armed with a rolling pin and in addition to divine spells, can rustle up delectable dishes with ease. And of course, the choice of monsters drawn from Christmas stories are fairly humorous, as are some of the encounters, such as the Strange Metal Pole which the Player Characters are compelled to lick and have their tongues stuck which is not good for spellcasters). Conversely, the other side to Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is fairly grim. Such as with an Abyssal Reindeer Demon armed with a crossbow capable of pecking out the eyes of his targets! Thankfully the grim bits counter the sugary sweet bits in the module.

Ultimately, the likelihood is that Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town will be completed in a single session—perhaps two at the very most. This can be done using two approaches. One would be to play through it like a typical sandbox adventure, primarily using brute force, and there is a lot of opportunity for that, but the other approach would be to play to the scenario’s Christmas theme, which when combined with good roleplaying will work in places. Similarly, the scenario’s puzzles, of which there are two, can be dealt with using either of these approaches. Both are fairly silly affairs and depending upon the play style of the group, may be accepted as is or considered to be just a little frustrating. That said, the scenario might have been improved with a third puzzle to really round it out a little—a trio of puzzles is more fitting than just a pair.

Physically, Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is decently done. The artwork is fun, but the maps are perhaps a little dark and a lighter look might have suited the tone of the scenario better.

Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is a thematically fun one-off, working best when players and Judge alike embrace and play up to its themes. It is good for that end of year palette cleanser, a change of pace and tone between campaigns or breaks in campaigns.