Comics & Quests: Down

I have a special spot for dwarves in fantasy RPGs these days, largely because I wrongly ignored them through most of my teen years. AD&D had a million supplements on elves, and I loved the idea of playing nigh-immortal magical beings. Dwarves, gnomes, and halflings got largely overlooked in those days (the Player’s Handbook Reference Series, which had a book for every race and class in the game, even shortchanged the latter two by shoving them together in The Complete Book of Gnomes and Halfligns rather than giving them a chance to really shine).

In my later years, I’ve come to appreciate foul-tempered, beer-loving, hairy people–and not just because I have become one. In the Fell’s Five comics, Khal became one of my favorite characters thanks to the juxtaposition of his stoic warrior nature and the gentle poet within. So if the comic had to get canceled before its time, I’m glad it went out on a note that highlighted these qualities.

Without further ado, let’s check in on Khal’s love life with the final storyline of this series, “Down.”

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Comics & Quests: First Encounters, part two

Since we spent the first half of this volume of Dungeons & Dragons in the past, I thought it made sense to break the summary into two parts. We’re now back in the present, with our heroes trapped in the Feywild.

I’m not pumped about the word “Feywild,” which originated in 4th edition D&D along with its counterpart, the Shadowfell. However, I guess they’re catchier than the previously-used “Realm of Faerie” and “Plane of Shadow.” More importantly to Wizards of the Coast/Hasbro, they are trademarkable terms that the company can monetize.

In game terms, the Feywild and Shadowfell were meant to be more accessible than they used to be, allowing for lower-level adventurers to travel the planes without requiring high-level magic or bespoke magical gates. Almost every setting decision in 4th edition D&D was to create a world (and multiverse) full of perils where adventurers would find fights anywhere they went. So far, Fell’s Five are carrying that spirit with them well.

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Starships and Space Hippos: The Spelljammer Setting

Originally published on Sidekickcast.com April 5, 2016

The 1990s were a time of terrible business management for TSR, the company behind Dungeons & Dragons, but it was also a time of great creativity. Few people argue that the 2nd edition of Advanced Dungeons & Dragons was a really good system, but just about everybody loves the campaign settings.

Every other edition of D&D has stuck to pseudo-medieval European settings – stuff like Dragonlance, the Forgotten Realms, and Greyhawk. Even in the more modern Eberron setting, with robot PCs and magic-powered trains, a group of adventurers heading into a dungeon to recover an artifact is pretty much the assumed standard.

2nd edition created settings that broke the normal D&D assumptions. You had a setting where the PCs were dragons, a setting where magic destroyed the environment with every spell, and a setting where a character’s beliefs could literally reshape reality. Then there was the Spelljammer setting, which is what I’m going to talk about today.

Supposedly, the concept of Spelljammer came from a picture of an armored knight standing on the deck of a ship that was sailing through space. Rather than pick the concept apart because of things like gravity, air, and the merciless vacuum of space, the designers started to develop a setting where that picture could be a possibility. The result was a mix of Ptolematic physics, monster-run galactic empires, giant space hamsters, and more.

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Deadly Penguins and Pacifist Wolves: The Mundane Animals of D&D

Originally published on Sidekickcast.com March 8, 2016

I’ve talked a lot about demon lords and magic in Dungeons & Dragons, but I’ve overlooked the mundane critters that populate the world. As it so happens, the Advanced Dungeons & Dragons 2nd edition Monstrous Manual, which is in my opinion the best and most comprehensive monster book in fantasy gaming, is available as a PDF from Wizards of the Coast. I was originally going to go through some of the more interesting critters therein, but I got sidetracked when I noticed the surprising amount of detail put into real-world (and real-world-ish) animals. So instead, let’s see what sort of information D&D has about birds, cats, and wolves.

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Comics & Quests: First Encounters, part one

To me, the most disappointing thing about D&D comics is that they don’t last. The stories tend to be fun, the worldbuilding is nice, and the cast of characters is usually great. But licensing issues or low sales often lead to the cancellation of a series within a couple of years.

This is the case with the 4th edition Dungeons & Dragons comic, which is an especially big shame because the second arc spends time introducing our heroes’ backstories. Write John Rogers really created a story that had room to grow, but situations beyond his control prevented the seeds he planted from fully bearing fruit.

Still, it’s a fun ride while it lasts. With that said, let’s jump into the middle arc of this series, “First Encounters.”

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5 Ways the Tomb of Horrors will Kill Your PC

Originally published on Sidekickcast.com September 23, 2015

Ah, Tomb of Horrors – one of the few classic D&D adventures that none of my players ever want me to run. Published in 1978 for the first edition Advanced Dungeons & Dragons game, this was a tournament module designed to be played at conventions where they could chew up multiple groups and spit them out.

Somewhere along the way, folks decided to play the Tomb at their home games, where there are only a handful of players…and unless they have a perfect combination of callousness, paranoia, and sheer craziness, they’re all going to die.

So let’s hit the spoiler alerts now: here are just a few of the grisly ways that the Tomb of Horrors will totally kill your PCs.

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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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