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Josh Wimmer Reviews Everything I Need to Know I Learned From Dungeons & Dragons

Josh Wimmer Reviews Everything I Need to Know I Learned From Dungeons & Dragons

everythingineed-toknowilearnedfromdungeonsdragonsEverything I Need to Know I Learned From Dungeons & Dragons
Shelly Mazzanoble
Wizards of the Coast (192 pp, $12.95, September 2011)
Reviewed by Josh Wimmer

I have my first-edition AD&D Monster Manual open on my desk, and I’m looking at the entry for “mimic.” As many of you will likely recall, a mimic is a creature that disguises itself as something else — a chest, maybe, or a door — to fool unwary adventurers.

That is where my head went after reading Shelly Mazzanoble’s second book; she is a bit of a mimic. I don’t mean that she cannot stand sunlight or that she resembles stone or wood — hey, this is not a perfect analogy — or even that her armor class is only 7. I bet it is at least 5. She strikes me as dexterous (not to mention closer to chaotic good than true neutral).

No, what I mean is that Everything I Need to Know I Learned From Dungeons & Dragons, while delightful, struck me as only tangentially “One Woman’s Quest to Turn Self-Help Into Elf-Help,” as the subtitle puts it.

Mazzanoble is fun to spend time with. Most of the book is concerned with her relationships with her mom, Judy (this is the mom ur-name, I think), and boyfriend, Bart. Judy has a lot of advice to offer, much of it on the subject of Mazzanoble and Bart’s love life. Mazzanoble clearly adores her mother — they talk daily, which I can accept intellectually is a beautiful thing, for someone else who is not me — but she gets justifiably fed up when Judy starts sending her an unending stream of books like The Secret.

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Lords of Waterdeep: D&D’s Newest Board Game Is a Hit

Lords of Waterdeep: D&D’s Newest Board Game Is a Hit

lordswaterdeepLords of Waterdeep (Amazon)
Wizards of the Coast ($49.99, March 2012)
2-5 players
Ages 12+
Approximate Play Time: 1 hour

Note: As I write this, Saturday March 17, there’s a 37% discount on the game’s pre-order over at Amazon.

Let’s get this out of the way: Of all of the fantasy board games I’ve ever forced my wife to play for review purposes (or any other purpose for that matter), this is by far her favorite. In her words, “I felt completely engaged throughout the whole game. Usually there’s some strategy here and there, but I had to plan out each and every move in this game.”

So, it’s a keeper!

With that spoiler out of the way, on to the review…

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Join the Heroes of the Feywild

Join the Heroes of the Feywild

heroesfeywildPlayer’s Option: Heroes of the Feywild (Amazon, B&N)
Dungeons & Dragons – Rodney Thompson, Claudio Pozas, Steve Townshend
Wizards of the Coast (160 pp, $29.95, Nov. 2011)

Fury of the Feywild Fortune Cards (Amazon)
Dungeons and Dragons
Wizards of the Coast ($3.99, Nov. 2011)

Reviewed by Andrew Zimmerman Jones

In roleplaying games, I’ve always been a fan of taking full advantage of each character’s unique traits. The statistics are a reflection of these unique traits, of course, but they aren’t the most important element. The differences between Dwarves and Elves goes far beyond just their Dexterity and Constitution bonuses, reflecting deep cultural differences that are far more interesting.

As such,I love supplements that help to differentiate even more between different types of characters. The Dungeons & Dragons Player’s Option book Heroes of the Feywild is superb at doing that for Feywild characters, providing both storytelling details about these engaging character types as well as new mechanics designed to support stories that feature the Feywild. If you want to enter into this world of raw magical power, this is definitely a must-have supplement.

To supplement the book, Wizards of the Coast also released an Fortune Cards expansion, Fury of the Feywild, which allows you to invoke feywild-linked events into your Dungeon & Dragons game in a more random fashion. You can download the rules for using Fortune Cards from Wizards directly.

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New to the Interwebs: D&D Next

New to the Interwebs: D&D Next

Wizards of the Coast has just announced the creation of a new online portal which will feature information about the upcoming next iteration of Dungeons & Dragons. They seem to be specifically avoiding the “5th edition” label for the moment, instead going with the working title of D&D Next for the naming convention of the websites (although that name itself doesn’t appear in the text of most of the pages).

dndnext

The website includes links to some recent Q&A’s and other resources about the game, based upon the handful of demonstrations at the D&D Experience convention (and perhaps elsewhere), until the time when wide scale playtesting begins.

I repeat: Playtesting has not yet begun, but this portal allows you to sign up, in the hopes of getting access as early as possible. Once playtesting does begin, the relevant materials will be available for download through this website.

What are your thoughts on the next iteration of Dungeons & Dragons? What aspects of the game would you like to see kept (or reintroduced) from previous editions?

Black Gate Interviews James L. Sutter, Part Three

Black Gate Interviews James L. Sutter, Part Three

dragonsofautumntwilight_1984originalThis week concludes Black Gate‘s interview with author and editor James L. Sutter with a discussion of the pros and cons of media-tie in fiction, the Before They Were Giants anthology which collects the first sale short fiction of many big name writers, and a look at what James is working on now. Be sure to check out parts one and two of this interview, as well as our review of James’ new novel Death’s Heretic.

You recently wrote an informative guest post at Inkpunks about the pros and cons of media tie in fiction from a writer’s perspective. What are your thoughts on media tie in books in general, from a reader’s perspective? They seem to be more popular than ever in stores, but would you say some of the reluctance or distrust many readers seem to have for tie in work is still an obstacle in the marketplace?

I think that science fiction and fantasy readers (the only genre I really feel qualified to comment on) have a love/hate relationship with media tie-in books. Many of us start out there–I know I read plenty of Star Wars and Dragonlance and Indiana Jones books as a kid. Tie-ins are a natural entry point into the genre, because those books deal with something you already know you like–movies, games, etc. Yet as we read further into the genre, I think many of us begin to associate those books solely with our humble beginnings. We fancy ourselves more sophisticated, and begin to define ourselves by our less mainstream tastes. Books with logos on the cover start to seem too lowbrow, or like blatantly commercial cash grabs rather than true art.

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Black Gate Interviews James L. Sutter, Part Two

Black Gate Interviews James L. Sutter, Part Two

city-of-strangers-sutterLast week we were just getting started in our conversation with writer James L. Sutter; this week we talk more about James’ role at Paizo, the balance between editing and writing, and his early history as a writer and gamer.

Tell us a bit about your role at Paizo — not only are you shepherding the fiction line, but, as you mentioned, you’re the guy that makes sure the world stays consistent.

I’ve been at Paizo for about 7 years now, so I’ve worn a lot of different hats. At the moment, I’m the Fiction Editor, which means I’m the guy in charge of finding authors, commissioning stories and novels, developing them, solving any continuity issues, and doing much of the editing (though I’m backstopped by several other excellent editors). In addition to that, however, I still do a ton of development for the game products, usually as they relate to the world and continuity–I had the good fortune to already be on the creative team when we started Pathfinder, so while the company’s grown since then, there are a few of us who have followed and shaped the world’s expansion since the beginning.

Last but not least, I also get to do a fair bit of straight-up design work for Paizo: not just editing and developing freelancer content, but writing books and articles as a freelancer myself, which gives me a wonderful chance to create sections of our world out of whole cloth. Probably my favorite books that I’ve worked on are the two that I’ve done solo, a book called City of Strangers, which was essentially a travel guide to an anarchic, Mos Eisley cantina-style city that I invented, and Distant Worlds, which comes out in February and details the other planets in our world’s solar system. (The latter was a nice chance for me to kick back and indulge my blatant love of science fiction within the bounds of our fantasy setting.)

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Black Gate Interviews James L. Sutter, Part One

Black Gate Interviews James L. Sutter, Part One

sutterrockI recently caught up with Paizo’s James Sutter for a conversation about his work heading up Pathfinder’s new fiction line, as well as his own writing and influences.  In part one of our conversation James tells us about his new novel for Pathfinder, Death’s Heretic, and sheds a little light on one of fantasy’s gray areas. Over the next two weeks we’ll be covering a range of topics as James divulges on media-tie in fiction, early reading, assembling the killer lineup of the Before They Were Giants anthology, working in the game industry, and turning off the ‘editorial eye.’

A Conversation with James L. Sutter

Death’s Heretic is your first published novel, so that seems like a pretty good place to begin the conversation. Tell us a bit about the book and about Salim, Death’s Heretic’s protagonist.

First off, Death’s Heretic is a Pathfinder Tales novel, which means that it’s set in the campaign setting for the Pathfinder Roleplaying Game. Fortunately for me, while it’s a shared-world novel, it’s a shared world that I’ve been helping to create over the last several years, and I had a lot of free reign with regard to the book’s setting.

The book is a fantastical mystery set in the desert nation of Thuvia, where folks with enough money can bid on an extremely rare potion which acts like a fountain of youth. A lot of people will do anything for a few more years of life and youth, so it’s not too surprising when one particular merchant wins the annual auction and winds up assassinated. The surprising part comes when the priests of Pharasma, the death goddess, go to resurrect him, only to find that his soul’s been stolen from the afterlife by an unknown kidnapper, who’s offering to ransom the soul back for the merchant’s dose of the elixir.

That’s where Salim comes in. A former priest-hunting atheist, Salim hates the death goddess with a passion, yet is bound against his will to act as a problem-solver and hired sword for the church. In this case, he’s in for even more aggravation than usual, as the investigation is being financed by the merchant’s headstrong daughter, who demands to accompany him. Together, the two of them end up traveling all over the various planes of the afterlife in a race to uncover the missing soul, interacting with demons, angels, fey lords, mechanical warriors, and more.

At the risk of spoilers, to me the book is actually three stories: the mystery of the stolen soul, the story of how a staunch atheist ends up working for a goddess, and the colliding worlds of the hard-bitten warrior and the wealthy aristocrat.

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Black Gate Interviews Howard Andrew Jones, Part Three

Black Gate Interviews Howard Andrew Jones, Part Three

Pathfinder Tales: Plague of Shadows, by Howard Andrew Jones. Coming February 2011In part one of our interview Howard talked about one of his new novels, The Desert of Souls, and about historical fantasy; in part two we discussed the works of Harold Lamb and Howard’s efforts to collect and republish Lamb’s fiction; for our third and final installment Howard tells us about yet another newly released novel, and his experience with gaming:

We’ve talked about historical fiction and historical fantasy, but you also have a history with gaming. Tell us a bit about your new Pathfinder novel, Plague of Shadows.

James Sutter, the editor of the Pathfinder line, is pretty selective about what he buys, so when I was invited to submit ideas I had to throw several his way before one finally took. I think the line in the pitch that hooked him was “Jirel of Joiry crossed with Unforgiven.” I made it clear that I wasn’t going to lift the plot or character, but that I was going to strive for a similar feel. As for the subject matter, I think that James described it pretty well in a blurb he posted recently: “It revolves around the exploits of not one but two bands of adventurers journeying in eastern Avistan, two decades apart. The parties are connected by Elyana, an elf seeking to cure her former adventuring partner (and former lover) Stelan from a curse that’s connected to events — and people — from their shadowy past. Elyana’s journey will take her and her companions from Taldor to Galt, into Kyonin and to the Vale of Shadows, where the consequences of events decades before will affect Stelan’s future.”

I wanted a story that started out with a linear feel so that it could move forward with momentum, then added complications as the adventure got under way. I think there are some nice character moments and well-motivated, though unexpected, plot turns. Personality wise Elyana didn’t end up being a Jirel of Joiry knock-off, although she’s definitely a kick butt protagonist, so she has that in common with the famous character. She’s also seasoned and clever, and she’s relentless — she simply never gives up. I had a lot of fun writing her.

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Thank You, D&D

Thank You, D&D

dungeon-masterA recent entry over at Joe Abercrombie’s blog about his encounter with a neighbor boy who hadn’t even heard of D&D got me reflecting on many of the things Abercrombie himself covers in his post. He and I are about the same age, and belong to a pre-internet, pre-500 cable channels, pre-iPhone generation that entertained ourselves around the wood stoves of our drafty log cabins with shadow puppets and recitations of railway time tables. But something happened to transform our sepia-toned youth into an exciting time of monster-slaying, dungeon-crawling, infinite gold-carrying, NPC-bullying, and rules-lawyring adventure — and that something was Dungeons & Dragons.

Of course, let’s get something straight, there was Dungeons & Dragons, and there was Advanced Dungeons & Dragons, and my activities were limited solely to the later. And, hey, I was a snob about it. I mean, in D&D elves and dwarves were considered a class? All the cool kids where into AD&D — though for the purposes of this entry, and since the distinction no longer has any meaning, anyway, I’ll just lump them both together as D&D.

I say ‘cool kids,’ but that wasn’t the case. Cool kids played flag football in their spare time, rebuilt carburetors, and rode their Schwinns to rendezvous with married women in their thirties whose husbands were out of town. Actually, I have no idea what the cool kids did, preferring as I did the company of dorks, misfits, and other geekly types such as myself, and I suppose if I ever imagined what they were up to it would veer widely between the poles of pathetically banal and enviably adult. Me, I drew dungeons on graph paper.

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