FAL News: 4th edition of D&D to be announced at GenCon

According to the talk on EN World, and persuasive evidence posted by poster MerricB, WotC will announce the 4th edition of Dungeons & Dragons at GenCon tomorrow. It’s going to be interesting to see what they do with the game, and how it ties into the digital plans they have.

UPDATE: This seems to be the first substantial information about the new edition.

UPDATE II: More meaty information here!

UPDATE III: Word is getting around.

Stay tuned!

Magnus

FAL Review: Shackled City

Publisher Paizo. Released July 2005. Format Hardcover. Game system Dungeons & Dragons 3.5. Setting Core. Pages 416. Price $59.95.

Designers Jesse Decker, James Jacobs, Tito Leati, David Noonan, Christopher Perkins, Chris Thomasson. Cover artist Mark Cavotta. Interior artists Attila Adorjany, Tom Baxa, Peter Bergting, Matt Cavotta, Jeff Carlisle, Christine Choi, Stephen Daniele, Omar Dogon, Tom Fowler, Andrew Hou, Ben Huen, Eric Kim, Chuck Lukacs, Val Mayerick, Mark Nelson, Ramón Pérez, Chris Stevens, Jim Zubkavich. Cartography Chris West.

Spoiler altert! This review contains information about the plot of this campaign. If you are planning on playing Shackled City, don’t read any further!

Shackled City is a collection of adventures from the same company that publishes Dragon and Dungeon. Since they have a license from Wizards of the Coast this book is officially D&D. Also, given the ties and connections the people at Paizo have with WotC, and their history of working on the official game before and during the Paizo era, they have a good grasp of what makes or breaks the D&D expericence.

Shackled City was the first long adventure path that I read in Dungeon. As far as I know the term originated with the launch of third edition D&D, with the Sunless Citadel and following adventures. Paizo ran with that idea and published 11 connected adventures in Dungeon. They started at level 1 and worked their way up to level 20, all with an evolving plot line and within the same setting. The Shackled City adventure path ran in issues 97-98, 102, 104, 107, 109, 111 and 113-116. Now comes the hardcover, bringing these adventures together in one book. To play the campaign you need the Player’s Handbook, Dungeon Master’s Guide and Monster Manual. Other books such as the Planar Handbook or Manual of the Planes could come in handy, but are not at all necessary.

The book collects and expands somewhat on the original 11 adventures from Dungeon as well as adds a 12th to ease transition between adventure one and two. This all clocks in at 416 pages, presented in hardcover with full colour and comes with a fold-out map and 24 page map folder attached to the insides of the covers. All illustrations in the book are related to the campaign and includes action scenes as well as portraits of important NPCs and monsters. Appendices describe the major villains in detail and present new monsters. It is also important to note that even though the main gist of Shackled City is adventures, there is plenty of information on Cauldron and its people as well, which is important given that the campaign mostly takes part there.

The price tag might feel a bit steep but considering the amount of information and the high quality presentation, as well as the hours and hours of gaming to be had from this path, 59.95 is a reasonable price. The book feels heavy and solid, and the physical aspects of it are immaculate.

Ok, but what about the plot? The shackled city is called Cauldron. It has been chosen by evil forces as the site where a gang of villains are to open a dimension gate to Carceri. Obviously, this is not good for the people of Cauldron. The reason for choosing this city is because it is situated in a dormant volcanoe and has various links to the planes through some of its inhabitants. This is of course all unknown to the PCs as the campaign kicks off, and as the action unfolds this is revealed to be only a part of a bigger plan to free a powerful captured demon prince. There are plenty of action to be had, but also investigation and interaction with various NPCs. The PCs end up serving the people of Cauldron and must deal with their politicians as well as the monsters bent on their destruction. The consequences for failure are dire; Cauldron and its people are devoured in a storm of flames and brimstone.

Shackled City has quickly become one of the famous shared experiences of players of third edition D&D, along with the Sunless Citadel and Return to the Temple of Elemental Evil. And it is easily one of the best roleplaying products I have ever seen for any system. It has its ups and downs, but the downs are mostly inconsequential editing errors. Shackled City rivals my long standing favourites Masks of Nyarlathotep (for Call of Cthulhu) and The Enemy Within (for Warhammer Fantasy Roleplay) for the top spot of best campaign ever. While it won’t touch Masks of Nyarlathotep, it is a more consistent experience than The Enemy Within, which floundered after the first three installments. I am convinced that this adventure path will be a true classic for D&D, and also a milestone in the history of our hobby.

Magnus

FAL Review: Explorer’s Handbook

Publisher Wizards of the Coast. Released August 2005. Format Hardcover. Game system Dungeons & Dragons. Setting Eberron. Pages 160. Price $29.95.

Designers David Noonan, Rich Burlew, Frank Brunner. Cover artist Wayne Reynolds.

Sometimes a book is released that helps define a setting. When your read it you go “ah, now I understand!”. Explorer’s Handbook for D&D is one of those books. I like Eberron, I like the sources for inspiration and I like the rules system. Still it has been difficult for me to know what I was supposed to do with it all. When playing, it felt more like just ordinary D&D, without the spices that supposedly makes Eberron special. This uncertainty was laid to rest with this book.

Explorer’s Handbook’s focus is exploration, how to do it and where to do it. Leave Sharn and discover the world, board the ligtning train and leave the civilised countries behind; the Eberron atmosphere is taking shape, and it feels like Raiders of the Lost Ark! Only with swords and sorcery, of course. First out is a discussion about why and how you travel and how long it takes. After that comes equipment, organisations, expeditions and prestige classes. You also find maps showing several different vehicles, like airships, storm ships and lightning rail trains. The PCs kan be members of the organisations described and adventure hooks for this are detailed as well. This is followed by sections on places where the PCs journey can start, stops on the way and final destinations. You are given examples you can use straight out of the book, maps, NPCs and adventure hooks. To spice things up the writers also include short comments on specific details of the Eberron setting.

The contents of this book is aimed at the Dungeon Master. The style of writing shows more attitude than the more standard D&D fare, which I find somewhat boring in the generic books. Sometimes this feels awkward but most of the times it works well and makes reading the text an enjoyment. Most of the contents in the Explorer’s Handbook is specific for Eberron but since the places described are unknown to most people on Eberron, including the PCs, they can easily be transferred to another campaign setting.

If you are a Dungeon Master who is thinking about what to do with Eberron will get lots of ideas and examples of how to create new adventures with that pulp feeling Eberron has as a signature trait from this book.

Magnus