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Tyranny of Dragons and Princes of the Apocalypse Review

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Fifth edition Dungeons and Dragons might be the best ever, but the release schedule is molasses slow. That’s on purpose: fans have said they want it that way to give them time to develop their own campaigns.

What’s out so far, though is epic in scope. There’s the two-volume Tyranny of Dragons comprised of Hoard of the Dragon Queen followed by Rise of Tiamat. Now we’ve got Princes of the Apocalypse. Both are full campaigns, starting at level one and going up to fifteen.

The similarities end there, however. In fact, these two adventures are fine examples of the two main, contrasting, approaches to adventure building.

Tyranny of Dragons represents the classic way of doing things. It herds the players through a series of linked locations as they battle the latest machinations of the Cult of the Dragon in the Forgotten Realms.

There’s plenty of variety on offer. Some are classic dungeon crawls, others outdoor adventures. There are encounters based on pure role-playing and some that are little more than sequences of battles. The quality of individual chapters varies. But they all link together into a grand narrative, an epic sweep that groups are likely to remember for years to come.

Although lacking a bit in imagination, it should be a great starting point for new groups. It covers a lot of the arch-typical encounter types and monsters that make D&D so beloved. There’s lots of tips for the Dungeon Master including some “do this” or “read this” box-outs that might irritate more experienced players.

Against this, however, is the difficulty curve. It ramps up sharply after the opening chapters. Right until it gets to the point where the books end up advising the DM to be unafraid to kill players, since they ought to have access to Raise Dead spells.

Whatever magic they’ve got, frequent player death isn’t something to be aiming for. On the flip side, you could always start this after running the Ruins of Phandelver from the starter set. The players would go in at fifth level, and you could tweak some early encounters. But the challenge level should feel less intimidating.

It’s also fond of railroading the players. Not in the awful way that the Dragonlance adventures did, but the more common “go here next because it’s the plot”. I imagine most groups, and especially new groups, will do just that without prompting. For those that don’t, there’s enough background information here for a good GM to wing it. Neophytes may find these departures a struggle.

The adventure got a lot of criticism from seasoned gamers because of the railroads. Mostly, this is unfair. It’s supposed to be suitable for players new to the game, where nudging players along a fixed path is a bonus rather than a boon. And besides, it’s hard to write such a vast narrative sweep without keeping players on the rails a bit. That’s the way campaign-level modules have always worked.

The alternative, a more free form romp through a detailed area with some sort of event timetable, is great in smaller adventures. But on the campaign scale, it’d be a nightmare to organise, right?

Well, here’s your chance to find out. Because that’s pretty much what Princes of the Apocalypse is.

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Indeed, it’s so fragmentary that it’s worthy a look even if you’ve no intention of running the campaign. Almost all of its dungeons, towns and scripted encounters could be split out and dropped in to another campaign. They’re detailed and self-contained enough to survive the transition.

The adventure claims to have taken inspiration from the classic Temple of Elemental Evil campaign from first edition. In truth, the only relationship is the nature of the villains the players will be up against. And the adventure is all the better for it.

The bulk of the book describes a series of locales in intricate detail. There’s the towns and wilderness of the area where the plot is due to unfold. There are lots and lots of dungeons, filled with a staggering array of different traps and monsters. At times it feels like the designers were trying to cram the whole Monster Manual in here.

This material is bookended with a description of the plot, and a chapter full of encounters for an enterprising DM to slot in anywhere for a change of pace. There’s a neat gimmick to ensure the unfolding events keep pace with the players. Each “boss” they encounter has a several slightly different setups, which increase in difficulty depending on how many other big bads have already fallen.

There’s almost nothing not to love about this. It’s bold, imaginative, unusual and well designed yet retains a solid grasp of what makes D&D the classic it is. The one problem is, as you might expect, that it’s challenging to run well. The DM must digest this material in full if she’s to avoid having to constantly reference the book, and to make the most of the opportunities offered by the modular structure.

So, two adventures, two different approaches to adventure design. The first not entirely deserving of the criticism it got, the second perhaps not quite deserving of the level of praise it got. You pays your money, and takes your choice. But with the dearth of published material for the game, Princes of the Apocalypse has to be the better pick. It’ll be more use for those trying to write and run their own campaigns. And as a standalone book, rather than a pair, it’s a darn sight cheaper too.

Five days with Fifth Edition Dungeons & Dragons

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At age eight I was rummaging through a book stall at an agricultural fair, and I found a book that would change my life. It was “What is Dungeons & Dragons” and it stood out like a monstrous thumb among the worthy tomes on seed rotation. If I hadn’t bought it, it’s unlikely you’d be reading this column right now.

I haven’t played D&D in 20 years. I gave up at the advent of third edition, deciding it wasn’t worth re-learning the rules all over again.

Now, fifth edition is out. And my eldest daughter is eight, the age I was when I discovered the game. The co-incidence felt like a sign: it was time to teach the game to my kids, and rediscover it myself, too.

So I picked up a copy of the Starter Set.

Day 1

The box contains some nice marbled polyhedral dice, some basic rules and an adventure. Tempting as it is to start with the latter, I felt I ought to brave the rules first.

It felt intimidating after such a long time. And while the booklet is slim, it was a little hard to piece things together. There’s no character generation material. Instead you’re given five pregenerated adventurers to run. Some of the rules you need to understand things like levelling up is printed on those character sheets, which is a bit confusing.

Once I had it though, it felt like slipping into a warm bath of wonderful nostalgia. These rules didn’t feel like third edition, with its confusing plethora of feats and tables. This felt like the game I remembered, but cleaned up, streamlined yet at the same time made more flexible.

Every stat now has a plus or minus modifier, and it’s used to change a d20 roll. You compare the result against a difficulty number to see if you succeed.

Sometimes that difficulty is fixed, like the armour class of your enemy. Sometimes it’s a vaguer call from the DM, like the 15 that’s suggested for a “difficult” task in the rules. But that basic system, supported by simple rules for a broad sprinkling of skills and proficiencies, is all there is. It’s all the game really needs.

Everything else is just like it used to be, only better. Everyone levels on the same advancement tables. Spell casters have flexible “slots” instead of having to memorize fixed spells, but the principle is the same. And the maths of the system have tweaked to ensure that the power differential as characters advance is big, but no longer vast.

Quite suddenly, after 20 years, I’m desperate to play this thing again.

Day 2

First things first, though: I need to read that adventure. It’s called The Lost Mine of Phandelver, a corny title right out of the D&D history books.

With that emblazoned on the title page, I’m expecting a classic, by-the-numbers dungeon crawl. But I’m in for a surprise. The adventure has four parts, the first and last of which are standard, but exciting, dungeon delves.

Between, however, are two glorious free-form sections. These see the characters exploring first a town and then a number of wilderness locations, looking for clues. No railroads here: the players can, and likely will, wander around until they’ve gathered the clues they need.

This might seem a big ask for a novice Dungeon Master. But the adventure book is full of helpful hints on how to keep things running smoothly.

After all these years, I think I’m going to need some of that advice. I do the rest of my prep work as best I can. I collect all the figures from my D&D board games and make copies of the character sheets. Just standard fighters for the kids so they don’t get bogged down in rules, and a cleric for me, so they don’t get killed.

I show my eldest the box, and the dice. She recognises the logo and gets very animated. But it’s bed time. To be honest, I’m not sure who’s more excited: me, or them.

Day 3

I’d been planning to wait until the afternoon to run the game, but as soon as they’re up, the girls are pestering me to get going. So we eat breakfast, clear the table and I set up a makeshift DM screen from the box.

I don’t spend any time explaining the rules or the concept of role-playing. The idea of pretending to be someone else in a fantasy world is as natural to them as breathing: they do it playing together every single day. I’m both worried and curious about how they’ll handle combat.

At first, it’s adorably naive. However everyday the concept of role-playing might be, they know nothing about this paradigm. Within ten minutes they’ve fallen into a pit and walked past some gold because they don’t know to check for traps or search for treasure. I use my in-game character to nudge them in the right direction.

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Then they run into some goblins. Their first instinct is to try and sneak past, but the greenskins are guarding the entrance to a cave. After searching for a back entrance, they get stuck in.

It’s a riot. They’re learning to behave sensibly in the game environment. After the guards, they refuse to light a torch in case it attracts attention and ask my Dwarf to lead them around with his night vision. They explore the caves, rescue their friends, down the big bad in the final cavern.

In the showdown, everyone gets knocked out except younger daughter. She’s terrified, rolling the dice then hiding her eyes and squealing in case she misses. But she does it: with a little dice fudging, she saves the day.

Fifth edition has both experience points and a “bookmark” system where you gain levels at specific points in an adventure. This is one: everyone goes up to level two and is very proud, even though they don’t quite know what it means.

Day 4

In the morning I ask the girls what their favourite part of the game was. “When we found the treasure!” says the eldest, carefully toting up the gold pieces and adding them to her character sheet. “When I saved everyone!” says the youngest, her eyes shining with pure, unadulterated glee.

“Do you want to play some more?” I ask, already knowing the answer.

Yesterday, they learned everything they needed to move to the next part of the adventure, but they’re too young to piece it together. They whisper conspiratorially, planning what to do next, but they can’t decide. So I use my character again to help them work out where to go.

This session is much more based on role playing and skill checks. It showcases how powerful and flexible the new system is, but the youngest finds it a little dull, and starts building towers out of all the pretty dice.

They end up scouring the crowd in a tavern for clues. They order “fruit whiskey” at the bar. Elder daughter is loving all the slowly-peeling onion rings of the scenario, and tries to piece the mystery together. They don’t have all the clues yet, though.

Eventually they face off against the main antagonists in this location, a bunch of human brigands. They’re not happy about fighting other people, and decide to use the flats of their weapons to knock them out at first.

It’s interesting that they had no such qualms with goblins.

They hit on a plan to try and scare members of the same band by carrying round tokens of their previous victory, and fronting it out. We use more skill checks to see if it works, which are just as thrilling as combat.

It does work. One of the surrendering guards tells them there’s a horrible “eye monster” guarding the next cavern. They’re both apprehensive and excited about meeting it.

They tip-toe into the cave and ask to see a picture of the dread beast. Usefully, there’s one in the scenario booklet, so I show them.

They both run screaming out of the room, in a delighted panic. I think that’s a good time to end today’s session.

Day 5

It’s Monday again, after the high of the weekend. Time for me to go to work, and them to go to school, and everyone to reflect on how things went.

For my part, I’m bowled over by this edition. These basic rules run fast and smooth. Even the cut-down set in the box feel like they could be easily manipulated to handle most situations.

It’s almost the game I remember, except tweaked to be the game I always wanted it to be.

Although the details you need are annoyingly spread out over the booklets and the character sheets, new players can get everything they need with careful reading. And the supplied adventure is excellent, giving you a reason to buy the box over just downloading the free version of the rules.

As for playing with such young children, it went better than I dared hope. They’re primed by their own play to accept this kind of game. I hope they never grow out of that.

Part of me feels like a bad parent for introducing them to what might be the nerdiest thing in my whole nerdy cabinet of nerd hobbies.

But most of me feels like I’m riding a Unicorn across a galaxy of sparkling pixie dust. I’d forgotten how much fun role-playing could be. And I’d never imagined how much extra fun it would be doing it as a family.

I know what we’re all doing next weekend.

Now Playing: Lords of Waterdeep

Lords of Waterdeep - a European style worker placement game made by an American company for a fantasy setting

At a pre-Christmas gathering, I ended up chatting to a friend about worker placement games, as you do. He’d enjoyed a lot of Puerto Rico and Agricola with his family but, it transpired, he’d never played Lords of Waterdeep, which I’d been playing loads of on the iPad.

So the next time I visited, I took it round, Skullport and all. We threw in both expansions and played a six-player game. It turned out to be quite a ride: I drew a lord card that got a bonus for each building owned and focused on that instead of quests. As a result I lagged way behind the leader for the whole game, was able to deflect attention away from myself when take-that opportunities came up and then got a truly massive end-game bonus that tied me for the win, only to lose the tiebreaker.

Stupid tiebreakers.

The family were about to go on holiday and begged me to sell them the game to take away with them. Although it’s a game I’ve extolled the virtues of in the past, I readily agreed. Why? Partly because I knew I could just play on iOS if I wanted, partly because I knew I could pop round to the families’ house for a game if I wanted. But partly because all that time on iOS convinced me it’s not quite as good as I originally thought.

Don’t get me wrong. I still think it’s good. I still think it’s about the best worker placement game around. I still think it’s a game anyone with a passing interest in the genre, or indeed with sampling a diverse range of game styles, should play.

But what repeated exposure to this, my most-played worker placement game has convinced me of that is worker placement games are fundamentally not as exciting as they should be. The game state just isn’t fluid enough, and there’s not enough interaction. Sometimes, you’ll take a turn and wait in tense anticipation to see if someone grabs a space you need before you. Sometimes you’ll artifice a delightfully creative plan to work around the game and steal a boost over your opponents. Sometimes, but just not often enough.

It doesn’t matter how many “gotcha” cards, or how many on-board variables you throw into the mix. Lords of Waterdeep integrates both with great skill and gleeful abandon. It’s just struggling manfully against the drab, weighted straitjacket forced on it by the fundamental mechanics. Sad that I’ve ended up in a hobby where these things are celebrated as the pinnacle of entertainment.

Dungeon Command: Blood of Gruumsh & Series Overview

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Inconveniently Wizards of the Coast decided to release five sets for their modular miniatures game Dungeon Command, and I covered the first four in batches of two. So now we’re left with an odd one. However, the good people at WotC informed me this is the last release currently planned, so it seemed a good idea to cap the whole thing off with a series overview.

But first, the new set. It’s called Blood of Gruumsh which, for anyone passingly familiar with the Dungeons & Dragons multiverse in which the games belong, will signal orcs. For some reason the orcs in this box are a peculiar shade of blue-gray rather than the green which is universally assumed in other fantasy settings. But aside from that oddity they’re the best figures in any of the Dungeon Command sets: solid, detailed sculpts with pretty reasonable paint jobs.

Can I assume you’re familiar with the rules? Take a look at my coverage of the first two sets if you’re not, and not up to reading the rules online. In fact you might want to take a look anyway because sadly, after the notable improvements in the previous two releases, Blood of Gruumsh is a step backward, with the same issues as the first releases.

That’s not to say it’s bad. The orcs do what you’d expect: they hit things, and hit them hard. So hard in fact that a lot of the other factions have the potential to struggle in the face of the orcish onslaught. It’s possible that there may be a bit of power creep with this set, which is unfortunate but I guess that if we were being charitable we could say that it’s pretty impressive that they’ve managed to avoid that so far.

But the problem is that this is another combat-heavy set, much like the first two sets. And as I discussed there, combat cards are pretty much the least interesting thing about the game. So the orcs have much the same issue with piling on the cards until they run out, and then having to stick to the slightly dull predictive combat mechanic. Same goes with the variant cards for the adventure system games: the combat focus fails to sufficiently differentiate these new monsters from the existing ones.

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What this does have over those initial sets though, is the benefit of another two sets in between. Which is to say that with all the models, cards and effects now already in the mix the designers have been able to include a lot more cards with the potential for interesting combinations when combined with those from other sets.

Which brings us nicely on to looking at the series as a whole. From the start it’s been pretty clear that this system was design and sold as a “miniature builder” where you could snaffle up all five sets and use the contents to make your own. It has an awful lot of potential when viewed through that lens: not only does it vastly increase the replayability of the game, but the ability to recombine anything at all – cards, figures, commanders, even board tiles – is actually pretty innovative.

So why on earth aren’t people doing it?

Of course that’s a generalisation. Some people are certainly doing it. But if you poke around the self-selecting slice of gaming represented by the internet it seems clear that people are mostly sticking to the sets as they stand. There’s certainly very little of the sort of feverish arms-races you see in other modular games as players struggle to keep one tactical step ahead of the pack.

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I think there are two reasons for this. The first is that mixing it up simply feels wrong. The system is too steeped in the D&D official material, where you see orcs and goblins working together, but not Dark Elves or undead all tangled up with other factions. You’ll certainly never see the heroes of Cormyr fighting alongside wicked demi-humans in the free and easy manner that the system allows.

The second, and somewhat more daming reason is that the game isn’t quite exciting enough to encourage the depth of devotion required to sift through multitudes of effects and combinations to find synergies and build on them. It’s a lot of effort. And I get the feeling that most of the people who really love Dungeon Command are role-playing game devotees, who’d still rather spend their energies with their favoured hobby if they got the chance.

So where does that leave Dungeon Command? Well, it’s clear that while the system supports multiple players, it’s focussed on two. And it just so happens that I think two of the sets stand above the others in terms of fun and quality. Those are the wave 2 releases, Tyranny of Goblins and Curse of Undeath. I reckon the best way to experience Dungeon Command is to grab those two, forget the rest, and play it as a 2-player game.

And that’s a wrap for me. At least it is for now. Because although Wizards told me they had no more releases planned, they also told me the situation was fluid, and that that might change. And I hope it does – those two top-quality sets demonstrated there was, and is, potential in this system as long as there’s clever design to tease it out. And if they can encourage players to overcome the hurdles involved in creating their own warbands, the explosion is there, waiting to happen.

Dungeon Command Wave 2 Review

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You may remember that I wasn’t hugely impressed with the initial releases in the new mix-and-match miniatures skirmish line Dungeon Command from Wizards of the Coast. The absorbing tactics of the maneuver phase had to be counterbalanced against a dull and predictable combat mechanic. But there was potential there, the maddening hint of unfulfilled promise.

Stand-alone games don’t get a second bite at the cherry. But this isn’t a stand-alone game, it’s a series of modular packs meant to combine together and increase your options. And so I thought I’d put the second set of releases, Tyranny of Goblins and Curse of Undeath through their paces to see if they pushed the envelope, did something more impressive with the creative ideas that underpinned the concept.

In short, they do. And it isn’t an incremental leap either: almost everything I found wanting about those initial releases has been remedied to some extent in their newer siblings. To explain why, I need to break it down in more detail and that’s the focus of the review. So if you want a higher level overview of how the game plays, you might want to check out my previous Dungeon Command review first.

The biggest single point change is the variety of order cards on offer. In the previous offerings most of these effects were combat-related, leading to tit-for-tat offensive and defensive play and a fast burn rate of cards. Here the potential effects are much wider, encompassing the management of existing cards in play, positioning and most importantly, movement, bolstering the most interesting part of the game with further variety.

Now when you attack you have no idea whether your opponent is sitting on a handful of defensive cards, or a bunch of effects he’s hoarding for later use. The uncertainty adds a level of tension that was lacking in the base game, and sorely missed.

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These new sets also feel a lot more cohesive and thematic. Goblins are supposed to be fast-moving, and flexible, making up for individual weakness with strength of numbers and that’s just how they feel. There’s even a “grovel” card. The whole thing just made me want to make mean, screechy goblin noises to accompany the actions of my little army of cringing servants. It’s not such a strong effect with the Undead set but there’s still a palpable sense that these are creatures that are summoned rather than merely deployed.

The improvements even extend to simple things. Presentation, for instance. Wizard of the Coast’s infamous fast-warping cards are still in evidence, but the figures in these boxes are better-painted and more varied than their predecessors. They also make better expansions for the Adventure System games, with Curse of Undeath propping up Castle Ravenloft particularly well.

However, the real meat of the changes comes not from these sets as individual items but from the suddenly much extended range of combinations that can be obtained by mixing them with each other and the original modules. When there were just two sets, the mixing and matching of monsters and items seemed more like a theoretical possibility rather than a reality. Now it’s very much worth the time and effort, with plenty of cards and monsters that synergise with those from previous sets. Occasionally the results can be distractingly daft, and the sets are more thematically cohesive left as they are.

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With four different boxes to choose from you can now also choose to check out the multiplayer rules that were included from the first releases but unusable without access to duplicate sets. It works well with more than two, subject to all the usual provisos of multi-player like king-making and bash the leader which will either delight you or send you running back to take cover behind your stacks of worker placement clones. Four player perhaps runs a little long for what it is though.

Of these two new releases, I prefer Tyranny of Goblins. It’s just got more interesting cards and characters as well as playing just like a scrawny bunch of mewling weaklings ought to. It also offers clearer and more obviously powerful effects around which you might want to group cards from other sets and build your own custom warband. Plus it’s nice to be able to add some classic goblin fodder to my adventure system games.

One early review of these games I read suggested that if you didn’t like the original sets, there was nothing here to change your mind. I heartily disagree. These feel like a big step up from the previous releases, and make Dungeon Command a more rounded, more exciting and more interesting game than it originally was.

Given the value inherent simply in having more cards and figures to mix, and playing multi-player, it seems bizarre Wizards didn’t release all four together. But now they’re all here, and while it doesn’t suddenly catapult Dungeon Command into my top five from last year, I suddenly find myself awaiting the next series release, Blood of Gruumsh, with more than a trace of anticipation.