Comics & Quests: Shadowplague

As D&D moved into the 21st century, it started focusing less on trying to tell a broad swath of fantasy stories and more on trying to create a unique identity for itself as a brand. You could see that starting with 3rd edition ending the halfling-as-hobbit motif, and you can see it in the way the 4th edition Dungeons & Dragons presents its opening storyline compared to how 2nd edition’s Advanced Dungeons & Dragons did it.

This is the cover of issue #2 of Dungeons & Dragons, which kicks off the “Shadowplague” story. It could basically be a movie poster about a superhero-esque fantasy story, complete with the “edgy” half-smile of the main character. (In fact, this could basically be concept art for Dungeons & Dragons: Honor Among Thieves.)

This is the image from “The Gathering,” which shows the part in a more straight-on fashion. There’s some personality there, with the dour dwarf, the serious paladin, and the smiling archer, but you could basically put it on the cover of any fantasy novel.

For better or worse, the “Fell’s Five” comics followed Wizards of the Coast’s vision of D&D as a brand, rather than as a vehicle for the fantasy genre at large. The 4th edition comics are faster-paced, full of sarcastic dialogue, and generally designed like an action movie. These work together well and make it one of my favorite RPG comics, but I sometimes wonder if the reason the comic didn’t last very long is because the good times it offers can be found in virtually any other action-oriented media of the era.

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Comics & Quests: Fell’s Five

The end of the license for DC Comics didn’t mean the death of D&D comics, but it did create a long dry spell for D&D comics that I found interesting. The sporadic releases over the next couple decades were largely adaptations of RA Salvatore novels (which never quite hit home with me) or tales that lacked the humorous and chaotic bent found among the heroes of Waterdeep or the Realms Master crew. But then 4th edition D&D came out and it brought something new with it…

Except for the original brown box released in 1974, 4th edition is the one iteration of D&D I’ve never really played. I’ve run some test encounters here and there, but the system never grabbed me enough to want to play an adventure, let alone a campaign, of it. For me, it was too miniatures-focused, too obsessed with defined powers, and spent too much energy chasing the World of Warcraft feel that had come to dominate fantasy of the early 2000s. Wizards of the Coast did little to sell me on the edition; much of the early marketing badmouthed earlier editions as unfair and unfun and the complete overhaul of the Forgotten Realms setting reinforced the idea that this was an edition for people who didn’t like the way D&D used to be.

But the comics…man, the comics turned out great.

Titled Dungeons & Dragons: Fell’s Five in its collected format, this comic was written by John Rogers with art by Andrea Di Vito. The best I can define it as is the energy of Honor Among Thieves, but a decade earlier. It’s funny, it’s action-packed, and it’s probably the best D&D comic I’ve ever read.

Unfortunately, it’s also short. The comic only lasted 16 issues, and I’ll be covering it in four entries here. But better to have something short and sweet than nothing at all. While I’ll never look back at 4th edition fondly, at least it gave us this little gem.

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Out Now: En5ider Magazine #8

En5ider continues to deliver terrific monthly D&D content. The most recent issue is focused around the theme of skullduggery. My article, “Knaves’ Alliance,” leads off the issue and introduces an organization designed to help the most memorable villains escape to fight another day.

You can pick up this issue and get the full En5ider archives for as little as $3. Subscribe to En5ider Magazine here!

Comics & Quests: Wake of the Realms Master

Since I don’t own copies of the Dragonlance or Spelljammer comics, this entry marks the end of my 1990s D&D comics. While there were other D&D comics over the years, it would take two full editions of the game before a licensed comic struck my fancy as much as the gang at Selûne’s Smile and the crew of the Realms Master did.

So let’s dive into one final adventure with our intrepid crew and see how the story ends for Dwalimor Omen and his faithful companions.

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Out Now: Alien Core

Starfinder 2nd edition is here, and now there are 200 new aliens to use in your game!

Alien Core marks a dream come true for me because it’s the first time my writing has appeared in a major RPG core book. I designed the ksarik and the warp troll.

You can find the Alien Core in your local game store, or you can order it directly from Paizo.com!

Check it out, and if you use the ksarik or warp troll in your game, let me know!

Comics & Quests: Everybody Wants to Run the Realms

I’m going to put my conspiracy hat on for a moment and speculate on why the penultimate issue of DC’s Forgotten Realms comic series is a spoofy fourth-wall breaking story…

By 1991, DC knew that their licensing agreement for Advanced Dungeons & Dragons was nearing its end. TSR, the company that owned AD&D, decided to produce their own comics. This ended the ongoing comics quite abruptly, giving the creative teams a short window to wrap up their ongoing stories. I think both Advanced Dungeons & Dragons and Forgotten Realms had their stories ready to print when they received the notice that the arcs they were working on would be their last. That likely necessitated the insertion of a quick one-shot to make sure the current story arcs ended with the license’s expiration.

Why do I think this? Because both titles had a single-issue fill-in ahead of their final stories. AD&D has “Summer in the City,” which could at least use the familiar setting of Selûne’s Smile for its one-off. But the Forgotten Realms comic was in no place to run a silly one-off when their heroes were still struggling with the aftermath of Labelas Enoreth destroying their ship. Thus, my theory goes, “Everybody Wants to Run the Realms” happened. We’ve had some fourth wall breaks in the past, such as with “Players,” but nothing that ever as explicitly meta-fiction as this.

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Comics & Quests: Picking Up the Pieces

Our last story with the Realms Master crew put them through their paces. Vartan became possessed by a mad god, Agrivar’s successful fight against alcoholism was undone, Minder’s body got shattered, and the ship was smashed to pieces by an angry god.

But at least it can’t get much worse…right…?

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Comics & Quests: Against the Gods

The D&D comics produced by DC came out right at the dawn of 2nd edition Advanced Dungeons & Dragons, so the Time of Troubles which shaped that edition’s Forgotten Realms setting played a major role from the beginning. Characters referred to magic going awry, the gods becoming more distant, and so on. However, as the Forgotten Realms comic draws to a close, the Time of Troubles finally arrives.

What happens to the crew of the Realms Master when the gods are suddenly cast down and magic stops working? Let’s find out.

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Comics & Quests: Rites and Wrongs

All good things must come to an end. In 1991, TSR decided that they wanted to create their own line of comics, breaking the licensing agreement they had with DC. This meant the end of several ongoing titles at DC, including Advanced Dungeons & Dragons and Forgotten Realms. As such, “Rites and Wrongs” is our last tale with the adventurers from Waterdeep.

Fittingly, it all begins with some drunken carousing…

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