Instead of that we got massive modules peppered with setting information each told as a storyline event. Tyranny of Dragons, Elemental Evil, and Rage of Demons. Hasbro was smart about each of these storyline events. Instead of it simply being a "super module," they turned it into a multi-platform event. Elemental Evil (based loosely on the classic T-Series of modules) included an MMO expansion and a board game - neither of which required any experience with the table top RPG. Rage of Demons included a super adventure and a new video game. Basically, Hasbro decided D&D is more than just a table top RPG - it's an entire brand. They've started to treat it that way, which is good for everyone.
This ensure's the longevity of the table top RPG by allowing them to generate previously untapped revenue by marketing to a broader audience in new ways. It also slows down the supplement train so I'm not chasing the next splat book and draining my wallet every month. The core books for D&D have been out for fifteen months and we've seen five supplement books (Hoard of the Dragon Queen, Rise of Tiamat, Princes of the Apocalypse, Out of the Abyss, and most recently Sword Coast Adventurer's Guide). That's an average of one book every three months. Good for you, Hasbro! Way to learn a lot from the train wreck that was D&D 4e!
Now, that being said, I was a bit worried Hasbro had gone in the complete opposite direction from the previous editions and completely disavowed supplemental mechanics in their material. Extra feats, backgrounds, magic items, etc, were all going to be
left to the DM. After all, 4 large scale adventures in a row is quite a bit and really says a lot, if you ask me.
Then in walks Sword Coast Adventurer's Guide. Now, let me begin by saying I'm not a huge Realms fan. I don't hate it, but it doesn't thrill me either. It's a bit too high fantasy, too bloated with powerhouse NPCs, and just... well... over done. So, when this supplement was announced I was not terribly thrilled. But then I saw the page count: 160 pages.
Story time |
The final thirty pages are dedicated to new character options. New class paths, new backgrounds, new subrace options - exactly the kind of stuff you'd expect. But it's clear this isn't the book's focus. The setting and in particular the setting as a malleable thing to be used as the DM sees fit to suit their campaign. The book seems more concerned with making the Realms your own, as a player and DM, than adhering to a bloated canon that's meandered through four previous editions.
This little guy is awesome. |
shoppers shouldn't have a problem. I'd really recommend this book - even if you're not planning on running a Forgotten Realms campaign it's got an appendix in the back for adapting the new rules info to Dragonlance and Greyhawk. It's cursory, to be sure - but still a nice touch. All in all, if this is the direction that Hasbro plans on taking their non-adventure supplements, I'm totally on board.
"C'mon guys, it's Undermountain. What could possibly go wrong?" |
I was sitting on the fence on this one. But I may pick it up as a personal gift for me from (ahem) Santa. Thanks for the review.
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