Role-playing has now become a regular thing for us. Apart from running the occasional game for the nephew, the group that started out almost exactly a year ago still meets. However, we recently changed from Dungeonslayers to the latest edition of Dungeons & Dragons.
This move was motivated mainly by watching Critical Role. For those of you who never heard of it, Critical Role is a series broadcast by Geek&Sundry where you basically watch a bunch of voice actors play D&D. This is surprisingly fun and after listening to a couple of episodes, K. and I got completely sucked into the story. Highly recommended if you want some background to your painting!
Critical Role is also a great advertisement for D&D, as it shows the system at its best: engaging characters with clear profiles, dramatic stories and exciting battles. Fortunately, my mate Alex also liked what he saw and had already started to buy the books. After a quick deliberation, the group decided to take the plunge and we converted our Dungeonslayers characters into D&D characters.
Now the first thing I realised is that RPG books don’t come cheap! The next time someone complains about the price of wargames rules, I’ll point out how much one of the D&D books costs. Mind you, I don’t think RPG books or wargames rules are overpriced. Considering the amount of work that goes into them and, more importantly, the amount of gaming you get out of them, I actually think the price is fair.
And the production value of the D&D books is very high. They’re nice hardcover volumes with a clear layout and lots of inspiring illustrations. The rules are presented in a well structured and concise fashion and they even have an index.
There are several things I especially like: For one, I like how they incorporate diversity without making a fuss about it. The illustrations show male and female characters, the latter clad in sensible clothing, and they also show characters with different skin colour. Second, the rules stress the importance of the narrative and of story-telling. Take the Dungeon Master’s Guide’s advice on running a campaign, for example: Instead of presenting a semi-educated treatise on how to model the economy of the country your campaign is set in (something that was abundant in my roleplaying youth), it gives clear and concise hints about how to structure and develop the narrative of the campaign. In a word: it gives you the information that matters for playing the game, not for inventing a world for its own sake. I also like character creation. The addition of a background is a great thing to give your character profile and it really encourages role-playing.
We’ve now had a couple of games and while we are still a bit shaky with some of the rules, it’s been great fun for all. We’ve even been joined by two new gamers. I’m looking forward to having many more games of D&D!