I’ve been excited by the possibilities in the prospects of Spaceships & Starwyrms for a while. As a matter of fact, I’ve written repeatedly about sci-fi adaptations of D&D and about Esper Genesis in detail. So when I got the chance to examine a copy of the latest addition to this category, I eagerly opened it up. It’s a setting of technology and magic, busy planets and empty space, and… well, spaceships and starwyrms.
I’ve been eyeing Journey to Ragnarok by Mana Project Studio for some time. With all the games on my shelves already waiting for more time and an ongoing and firmly-established Adventures in Middle-earth campaign underway I just couldn’t justify it. The reviews and reaction, though, have kept this product firmly in my mind and I recently used up some of my earned credit to purchase it. Let’s see what’s inside!
The newest campaign setting for D&D 5e is out and it’s an old setting! Confusing? Yeah, for me too. There are tons of settings for D&D that haven’t been updated to 5e including Dragonlance, Brighright, Spelljammer, Dark Sun, and my favorite setting of Planescape. But for some reason Wizards decided to go with a setting borrowed from Magic: the Gathering. The weirdest part? I don’t hate it.
I was thinking back the other day to some of the awesome D&D supplements I’ve used in the past and how they are just collecting dust now (in my hard drive or on my shelf). Usually this is because I’m not really playing the games they were written for anymore (old editions, settings I haven’t been back to, etc) but there are some really awesome ones that I think I should have back in my repertoire anyways! Today I want to talk about five older books that you might not have heard of that you should check out anyways.
As I write this, the baseball World Series is going on here in the States and people are looking forward to the World Cup for soccer next summer as the last countries qualify. I’ve never been that into professional sports (and I imagine that I’m not alone in that among RPG enthusiasts) but they’re a great way to add some depth and color to a campaign world. In this post, I go over a few ways to do that.
So, I’m way late on this but I just got a chance to flip through an awesome campaign setting for 5e. Primeval Thule was first published in 2014 by Sasquatch Games when it came out with a version for Pathfinder and Savage Worlds. Last year a 5e version came out so I’m going to treat it like it’s a lot newer than it really is!
I’m going to call it: we’re living through an epidemic. Since the debut of Dungeons & Dragons 5e there have been several products adding advanced technology to your campaign. In the past year we’ve gotten Ultramodern5 and Hyperlanes and the Pathfinder world has responded with last spring’s Aethera Campaign Setting, the dystopian Hypercorps 2099, and the much-hyped Starfinder that just released. It’s starting to feel crowded!
My brother and I just released a Gith Handbook on the DM’s Guild and I’m pretty proud of how it turned out. We’re both huge fans of the Planescape setting and while that hasn’t been approved for writing on the DM’s Guild there are plenty of topics that have been so we’re exploring the edges of things for use with D&D 5e. To that end, I thought I’d give a new generation of players what they need to start in on this amazing setting.
I was thinking the other day about all the Dungeons & Dragons campaigns I’ve done in my life. Whether I was running back and forth through the Dalelands, traversing the scorching sands of Athas, or recovering in Sigil from my latest trek to the Lower Planes things were pretty sweet. My characters were all different in their background but they could find adventure and glory if they put their minds to it. Then I thought: why? Today, I’m going to make a case for not doing that.