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Fantasy Grounds Unity Beta Significant Improvements Arrive

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Smiteworks Kickstarter Project Fantasy Grounds Unity took a major leap forward this week with the developer solving most network issues and significantly improving loading times for list and resources.

In a post to Kickstarter backers Smitework advised that the root cause of problems had to do with differences in the LUA library used for Fantasy Grounds Unity which resulted in large lists of 27K or so items (not many people have lists this large) taking 5-10 minutes to load.

Technical RPG’s experience since the implemented changes is that Fantasy Grounds Unity performs at a level which makes it almost distinguishable from Fantasy Grounds Classic in actual play.

In addition to improving network speeds Fantasy Grounds Unity have implemented a first pass character builder (Character Wizard) for the 5E Dungeons and Dragons rule set. The new tool will make character building more intuitive with its drag and drop interface.

Concurrently Smiteworks announced 4 new map packs by Joshua Watmough. These tiled maps allow game masters to quickly create town, rural location, and abyssal maps. importantly these maps come with line of sight features saving game masters time in creating maps for their gaming group.

Review: Everlasting Wet Palette Painter

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I’m not a very good painter. I’ve made all the common mistakes: applying paint too thickly which makes your miniatures gloopy looking and without detail, applying paint too thinly and watching as liquid mess pools at my awesome characters feet. I watched all the Youtube videos on how to get you paint mix just right and I could never get paint to the consistency that really worked for me.

So I built my own wet palette using a plastic container and some baking paper. This worked – sort-of but then I saw the Everlasting Wet Palette made by French gaming company Red Grass Games and I thought maybe – just maybe I would give it a go even tho it meant shipping it from one side of the planet to the other. Now that I have tried it – I am very glad I did.

Red Grass Gaming’s wet palette comes in two sizes (Painter and Studio XL). I purchased the smaller Painter size and its perfectly adequate in size for the average hobby painter.

The package arrived neat and tidy. Inside was the orange and grey slim palette with rounded corners and the small white magnetized tray they call the wavy into which washes and inks can be placed. Accompanying the plastic hardware was a 50 sheet pack of water absorbent paper – which is both like and not like baking paper, and two foam inserts which would soak up the water and help to make perfect paint.

In a snap it was ready and I put in the first drop of my preferred Vallejo paint. To my delight the paint absorbed the water and I had my first experience of perfectly thinned paint from which I could never go back. The gasket seal worked as intended as I was able to put the palette into the fridge and continue to use the thinned paint the next day.

To say that this palette is essential is an understatement – it is as important as a brush with a nice tip.

The gear is easily cleaned and I would think last many years before you needed to purchase a replacement foam insert (available from Red Grass Gaming).

The only problem I had is one of the magnets in the wavy fell out – it was an easy fix with a dab of glue but it perhaps indicates a little additional quality control is required – but to be honest they will have to pry this palette out of my cold dead painter hands – I ain’t giving it up.

Joe Manganiello purchases bigger mansion to play Dungeons and Dragons

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Joe Manganiello, popular actor and avoid advocate for the role-playing game Dungeons and Dragons has splashed out at least USD$26 million for a Tuscan styled abode in the desirable gated community of Beverly Park in the mountains above Beverly Hills.

Rumor has it that Joe’s current home doesn’t have sufficient space for his gaming group and the prerequisite terrain, miniatures, 3D printers, custom gaming table and the snack and beverage machines necessary to “geek out” to an A-list role-playing game standard.

There are a couple of other theories for the purchase:

  1. Joe needed to move into a gated community as too many people were trying to gate-crash his Dungeons and Dragons sessions.
  2. His wife, fellow actor Sofía Vergara decided she really did want the space for the Pilates studio which Joe had described he had talked (begged) her out of so he had a space to play his beloved Dungeons and Dragons in.
Joe Manganiello in his old Dungeon

We have our money on at least one bay of the new homes four car garage being converted to store fantasy terrain from master crafters Dwarvern Forge and the basement firmly becoming Joe’s newest dungeon domain .

Wrymwood Gaming Budget Gaming Table Kickstarter Date Announced

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In their most recent self-title Wyrmwood video series Wyrmwood CEO annouced his intention to launch the companies next Kickstarter campaign for a budget gaming table on 4th July 2020 – maybe.

Founded by three friends, the privately owned company which has specialised in launching new products through Kickstarter campaigns with a promise to delivery exceptional craftsmanship and high quality materials to the tabletop gaming community.

During the most recent video (below) Jason MacDonald who is the Head of Furniture Development, Designer speculated that he personally felt that a coffee table version of the gaming table would be the best selling item. Presumably, because so many people live in small city apartment where a larger table would not fit.

Three Dungeons and Dragons Podcasts to listen to before you die

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Not everyone has skydiving, rocket sledding or cruel cow tipping on their bucket list. Others would prefer to hear the stories of interesting people before they commence their journey to the afterlife. If that sounds like you and you want to fill your daily commute with interesting here are the podcasts to load up on.

1. Chris Perkins and Tracy Hickman on Curse of Strahd

This Official Dragon Talk episode provides the ultimate backstory to the most popular 5th edition adventure Curse of Strahd. Tracey Hickman discusses the gensis of the adventures creation and he discusses the personality and mindset behind Strahd and the true vilian a vampire is meant to represent.

 

Curse of Strahd on Dragontalk

2. Chris Perkins (Between the Sheets)

Christopher Perkins current 5e adventure path designer and creator at Wizards of the Coast and former Editor of Dungeon Magazine sits down with Brian W. Foster to discuss his childhood, pathway into Dungeons and Dragons, his hopes for the future of the game and what he plans to do when he eventually decides to retire.

3. Episode 30 Medieval Podcast by Web DM

This episode is locked behind a Patreon paywall but its definatley worth shelling out $5 for a month to listen to this and the other podcast episodes Web DM has.

Jim Davis (who has completed post graduate studies in medieval history – specialising in mounted horse combat) talks about how Dungeons and Dragons is not representative of the medieval world.

Web DM Patron: https://www.patreon.com/webdm

 

Rathskellers Launches Budget Gaming Table

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Green gaming table company Rathskellers have launched their budget table offering under the Sunnygeeks branding. Designed to appeal to both role playing, tabletop, and minature gaming the company has launched with an array of modular components that allow you to configure and reconfigure the table to suit your next game.

Accessories include

The table is dual purposed and can be used as a dining table.

Gamers reacted positive to the new launch product with the project reaching its €80,000 target in 10 hours.

You can pledge for the project on Sunnygeeks.

Wyrmwood Gaming and Rathskellers Go Head to Head for the Budget Gaming Table Market

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Gaming furniture companies are taking heed of Tesla’s business plan where it developed and released an expensive vehicle before taking on the consumer mass market with premium gaming furniture companies Wymwood (USA) and Rathskellers (Greece) soon to launch debut gaming table for the less affluent gamer.

Initial indications are that both companies will launch crowd funded projects in July 2020 with prices being around the USD$1200 – USD$2000 price point with upgrades available in the form of premium materials and additional components.

This is a far cry from the USD$15,000 to USD$20,0000 that tables from both companies can set you back should you chose premium woods and all the bells and whistles.

If you would like to learn more about the Rathskellers project you can join their Facebook private group. Wyrmwood Gaming have produced a video detailing their plans.

Wyrmwood Gaming have released their teaser information in video format. Wyrmwood have indicated they plan to launch on Kickstarter.

Review: The Return of the Lazy Dungeon Master

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Designed and written by Mike Shea, former game designer for Wizards of the Coast, The Return Lazy Dungeon Master provides a framework to help game masters to be more efficient with the time they have available for game preparation.

6,740 backers brought this book to life on Kickstarter and the book has both been the winner of the 2019 Gold ENnie for Best Electronic Book and is Adamantine Best Seller on DriveThruRPG which means that it has sold more than 5,001 copies there.

This 100 page book contains 26 chapters inclusive of 10 pages of useful appendices.

Terse but well written the Lazy Dungeon Master puts forward the idea that game masters should only prepare what they need and by doing so avoids both time wastage whilst ensuring that you focus on what will actually matter at your gaming table or virtual gaming place.

The book is broken into three main sections:

  1. Preparing for your Game
  2. Running your Game
  3. Thinking about your Game

All three sections of the book contain a wealth of advice that will help you critically think about how you both plan and run your games.

The Preparing for your Game is the longest section of the book and suggests that before each session game masters think about preparing for games in the following manner

  1. Review the characters
  2. Create a strong start
  3. Outline potential scenes
  4. Define secrets and clues
  5. Develop fantastic locations
  6. Outline important NPCs
  7. Choose relevant monsters
  8. Select magic item rewards

The application of these 7 steps is not explicit and the game master is encouraged to use as many or a few components as needed.

You can learn more about The Return of the Lazy Dungeon Master and obtain a two chapter summary of the book from Mike Shea’s blog – Sly Flourish.

Review: Dungeons & Dragons – Waterdeep Dragon Heist

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Waterdeep: Dragon Heist: is Wizards of the Coast feature adventure product of 2018 designed to run as a campaign from level 1 to level 5.

Low level adventures provide players with a level of tension and gameplay which is very different.

At low level characters have less powers available to them. This makes escaping difficult situations very challenging and the probability of death during combat is much higher. Consequently, the other pillars of play (social and exploration) comprise a greater portion of the adventure. This reflects the playstyle of Dungeon Master Matthew Mercer: Dungeon Master for Critical Role: the principal design consultant for this book. Mr Mercers playstyle is decidedly theatrical (and indeed so is the playstyle of entire Critical Role cast when it comes to story) and this shines through the book.

Dragon Heist is a mystery campaign based in the largest and most noble of cities on the Sword Coast of the Forgotten Realms campaign setting: Waterdeep.

Waterdeep is a refined cultured city of some 1 million souls ruled over by the open and masked lords who are by-enlarge benign rulers and have created a lawful and functioning metropolis for its citizens.

This is a good choice for a city adventure as the size of the city provides for a multitude of locations and opportunities for a world-building Dungeon Master to insert their own creations within the world. The cities goodness means players can’t draw swords and use magic indiscriminately without consequence. This reinforces the need for social interaction to advance, which is important to solving a mystery as at low level players don’t have access to the spell “Speak with Dead” to get answers from the recently vanquished.

The adventure is of short to medium length compared to other campaign books produced by Wizards of the Coast. This is a good thing as not all groups want to play the year or years long campaign or a really short dungeon such as the Sunless Citadel from the adventure book Tales of the Yawning Portal. For people wishing a longer campaign there is both enough material and scope within the adventure for a Dungeon Master who wishes a longer campaign to achieve it without too much effort.

During the marketing campaign much was said about the replay-ability of Dragon Heist due to it having four villains for the DM to choose one from. While there are four villains the interconnecting components are linear and a modest amount of work is required to replace these sections if you wish to run the adventure again.

With the book being 224 pages in length – less than the 256 pages adventure books printed at this time had, there was room to provide an alternate opening sequence and/or guidance / tools to help the Dungeon Master replace various components of the original adventure with less effort.

This is a minor fault as the adventure itself is a wonderfully enjoyable romp. The art is excellent but the maps suffer if you are a virtual tabletop player as they are line art without colour. That said they are very clear and a DM who needs quickly hand draw a location on a battle map will be able to do with ease.

Other nice features of this adventure are the move away from the typical dungeon and a storyline that is devoid of a “save the world” plot.

While there is one storyline with that contains potential for the players to dragged into a Batman-esq “My City adventure” the likelihood is that Players will stay the rag-tag bunch of fame and fortune hunters that many players crave as it a divergence from their real lives.

This adventure is suited to DMs with a little experience under their belt and DMs that wish to play up the social / theatrical side of Dungeons and Dragons. If social is not your style of play the book has plenty to offer including Volo’s Enchiridion which shows how a relatively detailed city guide can be presented without going over the top.

If you are in the market for a 5e adventure book – this one should be near the top of your purchase list.

Review: Dungeons & Dragons – Baldur’s Gate: Descent Into Avernus

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Baldur’s Gate: Descent into Avernus is Wizards of the Coast feature adventure product of 2019 designed to run as a long campaign from level 1 to level 13.

The adventure was much hyped and promoted as Dungeons and Dragons version of Mad Max where characters rode abreast soul powered war machines from which they would fight to survive in the midst of the eternal war between devils and demons. 

The adventure title also indicates that adventure is set in the Forgotten Realms city Baldur’s Gate. 

Baldur’s Gate holds a special place in the Dungeons and Dragons community as the backdrop for two very popular computer games of the same name. Baldur’s Gate is a dangerous city perfect for adventurers to seek fortune and glory but a terrible place to be an ordinary person – you would not want to live here if you were just trying to lead an ordinary life.

First up – the adventure art is fantastic. It portrays hell as a place that offers hope – only to be taken away and also a a place where the eternal Blood War rages.

The maps are clear and easy to understand in uncoloured line art format.  If your group plays only using hand drawn battle maps, or theatre of the mind – then this map style is perfect.

If you play using a virtual tabletop (and in 2020 just about everybody on the planet is thanks to COVID-19) – then the maps are a disappointment.

Without colour the maps lack the sparkle that is very important when your visual reference is staring at the map on your computer screen.

It is surprising that Wizards of the Coast hadn’t taken this on board after receiving substantial negative feedback from Virtual Table Top players that the maps in both Waterdeep: Dragon Heist and Waterdeep: Dungeon of the Mad Mage were not suitable for their preferred (and growing) way of play.

Wizards of the Coast should not develop maps only suited to one type of gaming customer or gaming style and certainly not when they licence their products to Virtual Tabletop companies, and miniature makers who make products for people who want to visually see the worlds in which they play. Perhaps this reflects that most of the D&D team have stated themselves as having moved away from miniatures towards theatre of the mind. The D&D Live and Acquisitions Incorporated series reflects this style of play.

To address this Fantasy Grounds added basic colours to some of the maps to improve the situation for their customers. Meanwhile a quick dig around the internet and you will find community made replacement maps (some free – some for sale). This should not be considered absolution.

Enough about the maps – talk more about the adventure!

Unfortunately, the book doesn’t live up to the marketing promise. It feels very much like Wizards of the Coast crashed into the production deadline and had to run with what they had.

The title suffers from an extraordinarily weak start and there is little in the way of a compelling driving force for the players to want to participate in the events of the world throughout the adventure. It really feels like the people behind the characters participating in the adventure should accept they have turned up to play Dungeons and Dragons and just go along with it.

The Dungeon Master who decides to run this adventure must sit down with players beforehand to ensure they have backgrounds stories and connections to enable the Dungeon Master to weave them into the story.

The book contains special Baldur’s Gate character backgrounds but the story requires the characters to have a deep connection to the city of Elturel not Baldur’s Gate. The dark secret for the party is interesting but most don’t contribute to the main storyline.

I suspect that Wizards of the Coast recognised this fault but rather than improving the story and creating the hooks and connections needed for player engagement and motivation – fell back upon the creation of a small flying angelic elephant.

The sole function of the flying elephant is to fulfill the Hollywood stereotype of a person with amnesia. The flying elephant’s adventure role is to spurt out information and encouragement to ensure players go in a direction that should have been obvious, exciting and inspiring in the first place.

The time spent in Baldur’s Gate is very limited (blink and you will miss it). This means the back third of the book – which is a well written and comprehensive guide on the city – isn’t very useful for the adventure. It is useful to a Dungeon Master who wants to build a home brew session or campaign in that city.

On reflection the back third of the book may have been included to be the vanguard hype element for the Baldur’s Gate 3 video game being developed by Larian Studios. This thought disappoints me as what Dungeons Masters usually want is to purchase a great adventure to run and not a marketing brochure to stimulate interest in a future Dungeons and Dragons product that should be good enough to stand on its own.

To make a better adventure the team of writers needed to focus on a story that creates a desire in the players to commit to the world and tale being told. There are numerous third-party products available to do this for the Dungeon Master but a top billed adventure shouldn’t need that.

The book does contain many interesting potential allies, adversaries, locations, and events. A Dungeon Master willing to put in the time, or just likes reading published adventures without running them will enjoy the material within.

If you’re looking for a book that you can just pick up and run with confidence from one end of the other and have certainty that your players will be engaged – this isn’t it. If you want a book which gives you a lot to work with and you are comfortable addressing the problems it has to redeem it – then it’s worth a look as you can easily create one hell of an adventure.