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Role-Playing Game Reviews

Harrowing Halls: Taking Dungeon Tiles to the 3rd Dimension

 Harrowing HallsHarrowing Halls is a Dungeon Tiles set for Dungeons & Dragons that takes the long-running line to new heights. That's because they're not just dungeon tiles ... they're three dimensional dungeon tiles that can be used to build a staircase, raised platforms, tables, and pedastals, all of which player characters can jump on, leap off of and generally use to their advantage.

It makes a big difference on many fronts, starting with prep time. I got a review copy of Harrowing Halls a few months ago, but since I run a weekly Star Wars game I haven't had much call for a rustic hall/dungeon. That changed when I decided to run an epic showdown with a Jedi master in a temple on a stormwracked backwater world.

Embrace Nature with D&D 4E's Primal Power

WotC’s supplement,Primal Power: Options for Barbarians, Druids, Shamans, and Wardens  presents expanded choices for each of the classes that draw power from the Primal Power Source.

It offers new possibilities for these classes in the same way that the books Divine Power, Arcane Power, andMartial Powerdid for their respective classes.

Elemental Chaos awaits in D&D 4E's The Plane Below

When I ran my 4E D&D playtest campaign, I decided to make it larger than life. That meant going planer. The churning unpredictability of the planes, the potential for exotic locations, the alienness of its inhabitants calls to my imagination. The Plane Below: Secrets of the Elemental Chaos, which details 4E's churning elemental wastes, is just my cup of tea. Or it would be if it had retained more of the 3E cosmology. As is it's more like a cup of chia; worth a sip, but not as satisfying as I'd hoped.

Arthur Dent beverage metaphors aside, The Plane Below is a 159-page source book that builds on the foundation laid down by last year's The Manual of the Planes. The Elemental Chaos is 4th Edition's catch-all planar setting for D&D's traditional elemental planes, as well as the Nine Hells, the Abyss, and the rest of the rest of the D&D cosmology that isn't the Astral Plane or Ravenloft.

Return to print with the Dragon Magazine Annual

I’m one of those who loves the printed word. PDFs are handy, but when it comes right down serious reading, I want my books and magaines culled from dead trees.  As such, I was happy to see a review copy of Dragon Magazine Annual.

Although my D&D 4E playtest campaign has long since given way to an ongoing Star Wars game, I like to dabble in 4E. Not enough, however, to warrant getting a regular D&D Insider subscription, although I’ll happily admit that if they were still publishing Dragon and Dungeon in print, I’d still be a subscriber.

The Annual is for gamers like me, gamers who might read the occasional free article on Insider, but have been content to live offline for the most part. It also serves as a “best of” compilation, gathering together the most memorable and useful articles from the last year’s worth of articles.

D&D 4th Edition: A Player’s Perspective

In November I had the chance to do something I’ve never done before: play Dungeons & Dragons 4th Edition. Technically that’s not true – I’ve played D&D 4E plenty of times as a Dungeon Master, including my gaming group’s playtest campaign. But I’ve never sat at the table as a D&D 4E player.

The last time the Blackrazor Guild played D&D 4E, it was a paragon level playtest. I was the GM, and I found it incredibly frustrating. Our initial run had been at the heroic tier; paragon seemed to only add to the complexity of the game. Coupled with Player’s Handbook 2 classes like the wild mage, I felt like the game was getting bogged down in an endless stream of if/then statements. It was like spaghetti code turned into an RPG, and by the end of the session, I was done. If we played again, I wanted to be on the other side of the screen.

GameCryer.com: Galaxy at War

My review of the Galaxy at War source book for Star Wars Saga Edition is up at GameCryer.com.

As I mentioned in the review, this book's timing couldn't be better for my campaign. After a year of operating on the fringe, with half the group training to become Jedi, and the other forming a transportation company, our heroes are about to get caught up in the Mandalorian Wars. This phase of the campaign could easily last 6-12 months, and having a source book dedicated to war -- be it martial species, new war-time feats, a rank and privileges system, myriad one-shot mini adventures and an entire space/battle station chapter -- is a great help. Read the review.

GameCryer.com: Rebellion Era Campaign Guide

My review of the Rebellion Era Campaign Guide for Star Wars: Saga Edition is live at GameCryer.com. The book deviates from the standard content of recent campaign guides -- there are no new Force powers or techniques and no new species -- but it makes up for those with a new Background system and dozens of species feats.

It was a hard book to review: on the one hand, it has a lot of nitty gritty detail about the era, but as I said in the review, a lot of this the Rebellion Era information was already covered in the core rule book and other releases. So if you're really into the Star Wars Expanded Universe, then you'll probably love this book. If the EU makes your head hurt, then you can easily get by without picking up this book.

Can you survive The Day After Ragnarok?

GameCryer.com: Arcane Power

Arcane Power resurrects the illusionist, brings back summoning spells and familiars, and introduces a host of new arcane options for Dungeons & Dragons 4th Edition. Among these new options are new class features offering bards the gift of foresight, sorcerers the chance to wield cosmic magic, warlocks the opportunity to commune with the vestiges of ancient powers, and much more. Read my full review at GameCryer.com.

Dungeons & Dragons: Tiny Adventures introduces social hack'n'slash

Dungeons & Dragons: Tiny Adventures is that rarest of WotC digital products: one that actually delivers.

Wizards of the Coast's litany of digital failure is long. D&D Master Tools. D&D eTools. D&D Insider. Gleemax. All  overhyped, and under delivered. Yet here's Tiny Adventures for Facebook, an simple but surprisingly addictive little app that no one saw coming.

The app embraces D&D 4th Edition's "Points of Light" philosophy. You create an avatar based on one of the core 4th edition classes, such as fighter, cleric, warlord, etc. Your options are limited to certain race/class combinations (e.g. dwarven warlord) and stats are pre-rolled. Once you make your pick, you head out into the vast wilderness to combat threats including royal usurpers, scheming witches, and goblin raiders.