Our dungeon master is back from his honeymoon so we are starting up out game again. Feeling generous, I bought this 35-pack of d4, d6, d8, d10, d12, and d20 dice to make things easier. It's $(removed) For $(removed), you get a 100-pack.
On the always excellent Expanding Mind podcast, we hear from Jeremy Crawford, one of the designers of the new 5th Edition of Dungeons & Dragons.
"We discuss identity, the multicultural multiverse, Eastern Orthodoxy, and the sacred absurdity of terrible dice rolls," says host Erik Davis.
By 1984, fantasy roleplaying had evolved from thretening the innocent minds of America’s youth to threatening their eternal salvation. Religious mini-comic author Jack Chick published one of his “Chick Tracts”—those extreme religious comic book pamphlets you find on the bus—about the issue, tying fantasy roleplaying directly to the occult. Called Dark Dungeons, the thin pamphlet tells the story of Debbie, a young woman who gets seduced by a witchy dungeon master who teaches her to embrace evil through the game. Through the course of the story, Debbie uses a “mind bondage” spell on her father to get spending money and finds the body of a friend who committed suicide after losing her game character.
Michael Witwer's Empire of Imagination is a new biography of Dungeons and Dragons co-creator Gary Gygax that not only tells the tale of this marvelous wizard but also explores the profound impact D&D had on popular culture, gaming, and geek culture. NPR spoke with Witwer for All Things Considered. Listen below.
"Many of the derivative games — and maybe it's all of the derivative games we've talked about — whether it be computer role-playing games or whatnot, they actually lack most of the most important fundamental elements of a role-playing game," Witwer says. "That is, sitting around with your friends and participating in this kind of group storytelling exercise: actually being in a room physically sitting at a table with nothing but pencils and paper and dice. There's something very special about that, and it's kind of a social experience that's pretty hard to frankly re-create over any type of electronic media."
Out of the Abyss, the new mega-adventure for Dungeons and Dragons, came out in September. It’s part of the Rage of Demons multi-product launch, which includes board and video games, novels and an officially sanctioned “play season,” all tied to the same storyline.
It’s probably the best adventure we’ve yet seen for the new edition of D&D, improving in many ways upon Princes of the Apocalypse, the previous adventure release, which in itself was a marked improvement over the Tyranny of Dragons story. While Tyranny suffered from railroading, Princes of the Apocalypse compensated by laying out a large sandbox-style world composed almost fully of hack-and-slash dungeon crawl, with a few side treks for breaks — kind of like a 16-bit Final Fantasy game, not that that’s bad!
Out of the Abyss, which was created as a collaboration with independent games company Green Ronin Publishing, looks to be the first adventure that truly gets the play balance right. There’s dungeon crawl galore, but there’s also a compelling, over-arching plotline, with lots of atmosphere and role-playing opportunities. Whereas the previous two campaigns felt like old-school D&D adventures, Out of the Abyss feels a lot more cinematic and maintains an actual story arc with rising tension and plot development rather than just a series of progressively harder dungeons. It’s a lot like the R. A. Salvatore novels that the campaign draws inspiration from (Salvatore’s characters Drizzt Do’Urden and Bruenor Battlehammer make appearances in the book and related media; Salvatore also wrote novels that tie into the Rage of Demons storyline). Read the rest
You can own a D20 die carved from a 10,000-year-old wooly mammoth tusk for just $249. Read the rest