Tales of the Valiant: Game Master’s Guide (2024)
“New D&D” Double Volcano Summer continues, and, I guess, has moved on into Double Asteroid Movie Autumn?
Over the summer we had two revised 5th Edition player’s handbooks in the form of Tales of the Valiant and D&D (2024), and now their respective Dungeon Master’s Guides are arriving.
Once again, Kobold Press got out of the door first, with the Tales of the Valiant: Game Master's Guide
(As an aside, which I am putting in a parenthetical because I am too lazy to format a footnote tonight, I have always disliked “Game Master” as the generic form of “Dungeon Master.” I understand all the ways both legal and conceptual that “Dungeon Master” is undesirable as the general term, but “Dungeon Master” is a very specific kind of weird that that I think fits the role, whereas I’ve always found “Game Master” too generic. There are too many other kinds of games that could have a “Game Master,” but very few that could have a “Dungeon Master.”)
Let’s pause for a moment and ask the obvious question: why have a whole separate book for Dungeon/Game Master?
If we’re honest, the real reason that Dungeons & Dragons (and D&D-likes) are published as a triptych of rulebooks—Player’s Handbook, Dungeon Master’s Guide, Monster Manual—is that’s how Gygax organized AD&D 1, and everything since has followed suit. Of those three books, the “Dungeon Master’s Guide” has always been the weird one. Like, you need a whole extra book for that? Most other games manage to fit “how to run the game” as a single chapter at the end of their single book.
(In this day and age it seems a little crazy to require three thick hardcovers for a TTRPG, but I’ll accept that it made more sense back when they were three thin—and cheap—hardcovers. I have the “orange spine” later printings of the 1e AD&D books, and all three next to each other, including their covers, is still thinner than the new 2024 PHB.)
Not that a dedicated “how to run this” book is a terrible idea. The basic idea of splitting the rules into a Red Box–style “read this one first,” “read this one next” pair makes a lot of sense.
D&D—and its close relations—have always had a bad habit where the books will present a list of rules and options, but won’t actually say when and how you might want to use those options. Some of this has been explicit over the years—wanting to “reward mastery” is the usual excuse given. The books were always stuffed full of a lot of “here’s what you can do” and not a lot of “and here’s when you would want to.”
There’s always been this huge blob of tribal knowledge, urban legends, and re-learned lessons that you have to absorb from somewhere to actually run the game well, and that stuff never used to get written down anywhere.
One of the reasons why everyone ran dungeon crawls in the 80s (or “dungeon crawls” in the forest on an island with hex maps) is that the Red Box/Blue Box did an amazing job explaining exactly how to run that, and then just… didn’t tell you how to do anything else.
In practice, though, that’s not really what the DMGs have been for. The original DMG from ’78 was more-or-less Gygax’s manifesto (and, as it turned out, final statement) on how the hobby he helped start should work. It’s one guy’s crazy vision fully unpacked. But not a whole lot of “okay, here’s what you gotta actually do.”
As such, the DMG became the book without a clear role in later iterations. As the game got updated, the content of the other two books was fairly obvious and is pretty well fixed: the PHB holds the core rules for the game and is the minimum viable purchase, the Monster Manual has a bunch of monsters. The DMG, though, was always sort of a grabbag, holding a mixture of blue moon rules, advanced options, advice, and material cut for space from the other two books. The clearest example of the DMG’s status is that when 3rd edition was revised into 3.5; the PHB and MM stayed nearly identical, but the DMG was essentially a ground-up rewrite.
The upshot of all this, though, is that the DMG is where each iteration gets to make a statement—this is what we, the people making this version, think the DM needs to know about. This goes even more so for D&D-adjacent books like this one, it’s an opportunity to freestyle, to show off.
Of course, this has been a mixed bag over the years: whatever else you can say about the respective qualities of their editions, the 4e DMG ended up as probably the best ever written, whereas the 2014 5e DMG was a haphazard collection of tables, lists, and half-baked advice.
So how did Tales of the Valiant do? TL;DR: Now this is the stuff. This is the sort of book where I could walk through practically every section pointing and going “oooh!”, but I’ll limit myself to the stuff that really stuck out to me.
Previously, I said the ToV player’s book felt like having a really experienced DM sit down and share their accumulated house rules and experience running 5e, and that goes even more so for this book.
This opens with a really good explanation about what the GM actually does. For example, this is the only book I can remember spelling out that part of the GM’s job is to be an event planner. It’s got an incredibly clear-eyed sixteen or so pages of advice about how to run a game. There’s the usual “types of player play-styles” breakdown, and a section on Session Zero.
But then there’s a section on what kinds of supplies you should bring, how to take notes, how to check in on players and make sure they’re having fun, what to do when someone doesn’t show up. Other iterations of other games have danced around this stuff, but I can’t recall a book that laid out this clearly “okay, here’s the job.” It’s great! I wish I had read this at 15!
This is followed some really solid advice about how to run a campaign, how to structure adventures, pacing, encounter mixes. There’s a section on different “flavors of fantasy” which is just a great “let’s get our terms straight” glossary, including examples of fiction in those categories.
The chapter on worldbuilding is similarly full of really solid advice—“here’s what you actually need to think about when sketching in a setting”, along with a bunch of “and here’s some fun detail you can use for color or to really dig in.” For example, the worldbuilding section on deities and religion feels like someone finally getting to flex a degree in the best way; the text makes a distinction between henotheism and polytheism, and then a page later there’s a sidebar on syncretism. It’s full of little details like that to help get up past “you know, like Gondor, I guess?”
The main bulk of the book are a solid batch of expanded & blue moon rules for the “three pillars”—combat, exploration, and social.
There are a lot of books that contain tables for randomly or semi-randomly generating or stocking dungeons, but this is the only one I can think of that explicitly talks about things like how the choice of entrance to the dungeon sets the mood for the dungeon as a whole. Furthermore, there’s also some good advice on when to use and not use elements like puzzles.
There’s a whole set of rules for running chases as a more abstract encounter that seem really run, more like something out of Feng Shui than a D&D-like.
And my beloved 4e Skill Challenges are in here! The basic structure of “you need 6 successful checks before 3 failures of any of these related skills” was such a great way to resolve any number of non-combat encounters. D&D-likes have long struggled with the fact that “fighting” is a mechanically complex and satisfying sub-game, and “not fighting” tends to be a bunch of talking followed by “okay, roll…. charisma, I guess?” And yes, the role-playing part is fun, but part of what makes the fighting fun is that mechanical complexity, and I’ve always wished for that kind of mechanical detail in the other two pillars. Skill challenges were such a great way to use more of your character sheet while “not fighting”, and I’m glad to see them again.
Speaking of ideas from previous iterations of D&D, the homebrew section here also brought back the monster template idea from 3e. This was a set of “features” you could plug onto an existing monster, if memory serves, things like “lycanthrope” and “vampire” were a templates, so you could make a, were-owlbear, vampire goblin, and so forth. Here that idea gets dusted back off with a whole set of templates you can apply to 5e monsters—including, delightfully, templates based on the 4e character roles. So now you can make a Kobold Striker, Controller Pirate, Leader Gelatinous Cube. Those roles, like a lot of 4e, felt like a great idea from a different game, and this feels like a much better way to deploy the concept.
Finally, the original AD&D DMG had something called “Appendix N: Inspirational and Educational Reading,” which was a recommended reading list of the sort of fantasy or sword & sorcery books that Gygax thought were appropriate as reference material. Since then, having a list of recommended & inspirational reading has been something of a tradition for RPGs. Other iterations of D&D sometimes has one, sometimes not; other RPGs frequently have them. I like these a lot, partly because I’m always looking for more recommendations, but also because it gives a great insight into where the designers are coming from—what books do they think you should go read to play the game right? It’s serves as a really nice bookend with whatever they thought was important to put in the “What is an RPG” section at the start.
The ToV GMG has the best reading list I’ve ever seen. Heck, if you get the PDF version, it might be worth the price all on its own. Not just novels, but films and TV, games, nonfiction. In addition to all the books you think it has on it, it’s also got Quest for Glory, Arcanum, and Disco Elysium on the list, which is enough to sell me, but it also has stuff like Ursula LeGuin’s Steering the Craft, Discworld, Zardoz, and Big Trouble in Little China. It’s a really broad list, but also, as the kids say, non-stop bangers. I recognized maybe just over half of the stuff on here, and I’m going to be using this a source of new material for a while.
Really, an all-around great piece of work. I have a teenager that’s learning how to run games, and I’m going to be leaving this in conspicuous places where he can find and read it.
Dungeons & Dragons (2024): Trying to Make a Big Tent Bigger
Dungeons & Dragons is a weird game. I don’t mean that as some kind of poetic statement about role-playing games in general, I mean that specifically within the world of tabletop RPGs, D&D is weird. It’s weird for a lot of reasons, including, but not limited to:
- It’s the only TTRPG with with actual “real world” name recognition or any sort of cross-over brand awareness.
- For most of its existence, it hasn’t been a very good game.
And then for bonus points, it’s not even one game! Depending on how you count it’s at least six different related but totally incompatible games.
The usual example for a brand name getting turned into a generic noun is “kleenex”, but the thing where “Dungeons and Dragons” has become a generic noun for all RPGs is so strange.
It’s so much more well known that everything else it’s like if all TV shows were called MASH, as in “hey, that new MASH with the dragons is pretty good, ” or “I stayed in and rewatched that MASH with the time-traveller with the police box,” etc.
There was a joke in the mid-90s that all computer games got pitched as “it’s like DOOM, but…” and then just pitched the game regardless of how much it was actually like Doom; “It’s like DOOM except it’s not in first person, it’s not in real time, you don’t have a gun, you’re a pirate, you’re not in space, and instead you solve puzzles”. D&D is like that but for real.
Which is a testament to the power of a great name and the first mover advantage, because mechanically, the first 30-or-so years of the game were a total mess. In a lot of ways, RPGs became an industry because everyone who spent more than about 90 seconds with D&D in the 70s, 80, or 90s immediately thought of ten ways to improve the game, and were right about at least eight of them. (One of the best running bits in Shannon Applecline’s seminial Designers & Dungeons is how many successful RPG companies literally started like this.)
And this mechanical weirdness isn’t just because it was first, but because of things like Gary Gygax’s desire to turn it into a competitive sport played at conventions, but also make sure that Dave Arneson didn’t get paid any royalties, and also show off how many different names of polearms he knew. As much as RPGs are sold as “do anything, the only limit is your imagination!” D&D has always been defined by it’s weird and seemingly arbitrary limits. So there’s a certain semi-effable “D&D-ness” you need for a game to be “Dungeons & Dragons” and not just another heroic fantasy game, not all of which make for a great system. It’s a game where its flaws have become part of the charm; the magic system is objectively terrible, but is also a fundamental part of it’s D&D-ness.
The upshot of all that is that for most of its life, D&D had a very clear job within the broader TTRPG world: it was the game that onboarded new players to the hobby, who then immediately graduated to other, better games. The old Red Box was one of the great New Customer Acquisition products of all time, but most people proceeded to bounce right off Advanced D&D, and then moved on to Ninja Turtles, or Traveller, or Vampire, or GURPS, or Shadowrun, or Paranoia, or Star Wars, or any number of other systems that were both better games and were more tailored to a specific vibe or genre, but all assumed you already knew how to play. It wasn’t a game you stuck with. You hear stories about people who have been playing the same AD&D 2nd Edition game for years, and then you ask a couple of follow-up questions and realize that their home rules make the Ship of Theseus look under-remodeled.
Now, for the hobby at large that’s fairly healthy, but if your salary depends on people buying “Dungeons & Dragons” books specifically, I can see how that would be fairly maddening. The game, and the people who make it, have been in an ongoing negotiation with the player base to find a flavor of the game that people are actually willing to stick around for. This results in the game’s deeply weird approach to “Editons”, where each numbered edition is effectively a whole new game, always sold with a fairly explicit “Look! We finally fixed it!”
This has obviously been something of a mixed bag. I think a big part of the reason the d20 boom happened at the turn of the century was that for the first time, 3rd edition D&D was actually a good game. Not perfect, but finally worth playing. 4e, meanwhile, was the best-designed game that no one wanted to play, and it blew up the hobby so much that it created both Pathfinder and served as one of the sparks to light off the twenty-teens narrative RPG boom.
Another result of this ongoing negotiation is that D&D also has a long tradition of “stealth” updates, where new books come out that aren’t a formal revision, but if you pull the content in it dramatically changes the game. AD&D 1 had Oriental Adventures and Unearthed Arcana, AD&D 2 had those Player’s Option books (non-weapon proficiencies!), Basic had at least three versions (the original B/X, the BECMI sets, and then the Rules Cyclopedia). 3rd had the rare Formal Update in the form of the 3.5 release, but it also had things like the Miniatures Handbook (which, if you combine that with the SAGA Edition of Star Wars, makes the path from 3 to 4 more obvious.) 4e had Essentials.
2024 is a radically different time for tabletop games than 2014 was. As the twenty-teens dawned, there was growing sense that maybe there just wasn’t going to be a commercial TTRPG industry anymore. Sales were down, the remaining publishers were pivoting to PDF-only releases, companies were either folding or moving towards other fields. TTRPGs were just going to be a hobbyist niche thing from here on out, and maybe that was going to be okay. I mean, text-based Interactive Fiction Adventure games hadn’t been commercially viable since the late 80s, but the Spring Thing was always full of new submissions. I remember an article on EN World or some such in 2012 or 2013 that described the previous year’s sales as “an extinction level event for the industry.”
Designers & Dungeons perfectly preserves the mood from the time. I have the expanded 2014 4-volume edition, although the vast majority of the content is still from the 2011 original, which officially covers the industry up to 2009 and then peeks around the corner just a bit. The sense of “history being over” pervades the entire work, theres a real sense that the heyday is over, and so now is the time to get the first draft of history right.
As such, the Dungeons & Dragons (2014) books had a certain “last party of summer vacation” quality to them. The time where D&D would have multiple teams with cool codenames working on different parts of the game was long past, this was done by a small group in a short amount of time, and somewhat infamously wasn’t really finished, which is why so many parts of the book seem to run out of steam and end with a shrug emoji and “let the DM sort it out.” The bones are pretty good, but huge chunks of it read like one of those book reports where you’re trying to hide the fact you only read the first and last chapters.
That’s attracted a lot of criticism over the years, but in their (mild) defense, I don’t think it occurred to them that anyone new was going to be playing Fifth. “We’re gonna go out on a high note, then turn the lights out after us.” Most of the non-core book product line was outsourced for the first year or so, it was all just sorta spinning down.
Obviously, that’s not how things went. Everyone has their own theory about why 5th Edition caught fire the way no previous edition had, and here’s mine: The game went back to a non-miniatures, low-math design right as the key enabling technology for onboarding new players arrived: Live Play Podcasts. By hook or by crook, the ruleset for 5E is almost perfect for an audio-only medium, and moves fast, in a way that none of the previous 21st century variants had been.
And so we find outselves in a future where D&D, as a brand, is one of Hasbro’s biggest moneymakers.
Part of what drove that success is that Hasbro has been very conservative about changes to the game, which has clearly let the game flourish like never before, but the same issues are still there. Occasionally one of the original team would pop up on twitter and say something like “yeah, it’s obvious now what we should have done instead of bonus actions,” but nothing ever shipped as a product.
5th edition has already had its stealth update in the form the Tasha/Xanathar/Mordenkainen triptych, but now we’ve got something that D&D really hasn’t had before: the 2024 books are essentially 5th Edition, 2nd Edition. Leading the charge of a strangely spaced-out release schedule is the new Player’s Handbook (2024).
Let’s start with the best part: The first thirty pages are a wonder. It opens with the best “what is an RPG” intro I have ever read, and works its way up though the basics, and by page 28 has fully explained the entire ruleset. To be clear: there aren’t later chapters with names like “Using Skills” or “Combat”, or “Advanced Rules”, this is it.
The “examples of play” are a real thing of art. The page is split into two columns: the left side of the page is a running script-like dialogue of play, and the right side is a series of annotations and explanations describing exactly what rule was in play, why they rolled what they rolled, what the outcome was. I’ve never seen anything quite like it.
This is followed by an incredibly clear set of instructions on how to create a character, and then… the rest of the book is reference material. Chapters on the classes, character origins, feats, equipment, spells, a map of the Planes, stat blocks for creatures to use as familiars or morph targets.
Finally, the book ends with its other best idea: the Rules Glossary. It’s 18 pages of The Rules, alphabetical by Formal Name, clearly written. Theres no flipping around in the book looking for how to Grapple or something, it’s in the glossary. Generally, the book will refer the reader to the glossary instead of stating a rule in place.
It’s really easy to imagine how to repackage this layout into a couple of Red Box–style booklets covering the first few levels. You can basically pop the first 30 pages out as-is and slap a cover on it that says “Read This First!”
Back when I wrote about Tales of the Valiant, I made a crack that maybe there just wasn’t a best order for this material. I stand corrected. It’s outstanding.
Design-wise the book is very similar to it’s predecessor: same fonts, same pseudo-parchment look to the paper, same basic page layout. My favorite change is that the fonts are all larger, which my rapidly aging eyes appreciates.
It’s about 70 pages longer than the 2014 book, and it wouldn’t surprise me to learn that both books have the same number of words and that the extra space is taken up with the larger text and more art. The book is gorgeous, and is absolutely chock full of illustrations. Each class gets a full-page piece, and then each subclass gets a half-page piece showing an example of that build. It’s probably the first version of this game where you can flip through the classes chapter, and then stop at a cool picture and go “hang on, I want to play one of THOSE”. The art style feels fresh and modern in a way that’s guaranteed to make everyone say “that is so twenties” years from now; the same way that the art for the original 3rd edition books looked all clean and modern at the time, but now screams “late 90s” in a way I don’t have the critical vocabulary to describe. (Remember how everything cool had to be asymmetrical for a while there? Good times!)
Some of the early art previewed included a piece with the cast from 80s D&D cartoon drawn in the modern style of the book. At the time, I thought that was a weird piece of nostalgia bait: really? Now’s the time to do a callback to a 40-year old cartoon? Whose the audience for that?
But I was wrong about the intent, because this book is absolutely full of all manner of callbacks and cameos. The DragonLance twins are in the first couple of pages, everyone’s favorite Drow shows up not long after, there’s a guy from Baldur’s Gate 3, the examples of play are set in Castle Ravenloft, there’s Eberron airships, characters from the 80s action figure line, the idol from the old DMG cover, a cityscape of Sigil with the Lady floating down the street. It’s not a nostalgia play so much as it is a “big tent” play: the message, over and over again, is that everything fits. You remember some weird piece of D&D stuff from ages ago? Yeah, that’s in here too. Previous versions of this game have tended to start with a posture of “here’s the default way to play now”, with other “weirder” stuff floating in later. This takes the exact opposite approach, this is full-throated “yes, and” to everything D&D. So not only does Spelljammer get a shoutout in the 2 page appendix about the planes, but rules for guns are in the main equipment chapter, the psionic subclasses are in the main book, airships are in the travel costs table. Heck, the para-elemental planes are in the inner planes diagram, and I thought I was the only person who remembered those existed.
And this doesn’t just mean obscure lore pulls, the art is a case study in how to do “actual diversity”. There’s an explosion of body types, genders, skin tones, styles, and everyone looks cool.
Theres a constant, pervasive sense of trying to make the tent as big and as welcoming as possible. Turns out “One D&D” was the right codename for this; it wasn’t a version number, it was a goal.
Beyond just the art, 2024 book has a different vibe. There’s a whimsicalness from the 2014 version that’s gone: the humorous disclaimer on the title page isn’t there, there isn’t a joke entry for THAC0 in the index. If the 2014 book was an end-of-summer party, this is a start of the year syllabus.
The whole thing has been adjusted to be easier to use. The 2014 book had a very distinct yellowed-parchment pattern behind the text, the 2024 book has a similar pattern, but it’s much less busy and paler, so the text stands out better against the background. All the text is shorter, more to the point. The 2014 book had a lot of fluff that just kinda clogged up the rules when you were trying to look something up in a hurry, the 2024 book has been through an intense editing pass.
As an example: in the section for each class, each class ability has a subheading with the name of the power, and then a description, like this:
Invert the Polarity Starting at 7th level, your growing knowledge of power systems allows you to invert the polarity of control circuits, such as in teleport control panels or force fields. As a bonus action, you can add a d4 to attempts to control electrical systems. After using this power, you must take a short or long rest before using it again.
Now, it’s like this:
Level 7: Invert the Polarity Add 1d4 to checks made with the Sonic Screwdriver Tool. You regain this feature after a short or long rest.
For better or worse, it’s still 5th edition D&D. All the mechanical warts of the system are still there; the weird economy around Bonus Actions, too many classes have weird pools of bonus dice, the strange way that some classes get a whole set of “spell-like” powers to choose from, and other classes “just get spells.” There still isn’t a caster that just uses spell points. Warlocks still look like they were designed on the bus on the way to school the morning the homework was due. Inspiration is still an anemic version of better ideas from other systems. Bounded accuracy still feels weird if you’re not used to it. It’s still allergic to putting math in the text. It still tries to sweep more complex mechanics under the rug by having a very simple general rule, and then a whole host of seemingly one-off exceptions that feel like could have just been one equation or table. The text is still full of tangled sentences about powers recharging after short and long rests instead of just saying powers can used used so many times per day or encounter. There’s still no mechanic for “partial success” or “success with consequences.” You still can’t build any character from The Princess Bride. If 5th wasn’t your jam, there’s nothing here that’ll change your mind.
On the other hand, the good stuff is largely left unchanged: The Advantage/Disadvantage mechanic is still brilliant. The universal proficiency bonus is still a great approach. Bounded Accuracy enables the game to stay fun long past the point where other editions crash into a ditch filled with endless +2 modifiers. It’s the same goofball combat-focused fantasy-themed superhero game it’s been for a long time. I’ve said many times, 5e felt like the first version of D&D that wasn’t actively fighting against the way I like to run games, and the 2024 version stays that way.
All that said, it feels finished in a way the 2014 book didn’t. It’s a significantly smaller mechanical change that 3 to 3.5 was, but the revisions are where it counts.
Hasbro has helpfully published a comprehensive list of the mechanics changes as Updates in the Player’s Handbook (2024) | Dungeons & Dragons, so rather than drain the list, here are the highlights that stood out to me:
The big one is that Races are now Species, and Backgrounds have been reworked and made more important, and the pair are treated as “Origins”. This is massive improvement, gone is the weird racial determinism, and where you grew up is now way more important than where your ancestors came from. There’s some really solid rules for porting an older race or background into the new rules. The half-races are gone, replaced by “real Orcs” and the Aaisimar and Goliaths being called up to the big leagues. Backgrounds in 2014 were kinda just there, a way to pick up a bonus skill proficiency, here they’re the source of the attribute bonus and an actual Feat. Choosing a pair feels like making actual choices about a specific character in a different way that how previous editions would sort of devolve that choice into “choose your favorite Fellowship member”.
Multi-classing and Feats are flushed out and no longer relegated to an “optional because we ran out of time” sidebar. Feats specifically are much closer to where they were in 3e—interesting choices to dial in your character. The they split the difference with the choice you had to make in 5e to either get a stat boost or a feat, you still make that choice, but the stat boost bumps up two stats, and every general feat inclues a single stat boost.
The rules around skills vs tools make sense. At first glance, there don’t seem to be weird overlaps anymore. Tools were one of those undercooked features in 2014, they were kinda like skills, but not? When did you use a tool vs a plain skill check? How do you know what attribute bonus to use? Now, every attribute and skill has a broad description and examples of what you can use them from. Each tool has a full description, including the linked attribute, at least one action you can use it for, and at least one thing you can craft with it. And, each background comes with at least one tool proficiency. You don’t have to guess or make something up on the fly, or worse, remember what you made up last time. It’s not a huge change, but feels done.
Every class has four subclasses in the main book now, which cover a pretty wide spread of options, and sanity has prevailed and all subclasses start at level 3. (In a lot of ways, level 3 is clearly the first “real” level, with the first two as essentially the tutorial, which syncs well with that if you follow the recommended progression, you’ll hit 3rd level at the end of the second session.)
The subclasses are a mix of ones from the 2014 book, various expansions, and new material, but each has gotten a tune up top focus on what the actual fantasy is. To use Monk for example, the subclasses are “Hong Kong movie martial artist”, “ninja assassin”, “airbender”, and, basically, Jet Li from Kiss of the Dragon? The Fighter subclasses have a pretty clear sliding scale of “how complicated do you want to make this for yourself,” spanning “Basic Fighter”, “3rd Edition Fighter”, “Elf from Basic D&D”, and “Psionics Bullshit (Complementary)”.
Weapons now have “Weapon Mastery Properties” that, if you have the right class power or feat, allow you do do additional actions or effects with certain weapons, which does a lot to distinguish A-track fighters from everyone else without just making their attack bonus higher.
The anemic Ideals/Flaws/Bonds thing from 2014 is gone, but in it’s place there’s a really neat set of tables with descriptive words for both high and low attributes and alignment that you can roll against to rough in a personality.
On the other hand, lets talk about whats not here. The last page of the book is not the OGL, and there’s no hint of what any future 3rd party licensing might be. The OGL kerfluffle may have put the 2014 SRD under a CC license, but there’s no indication that there will even be a 2024 SRD.
There’s basically nothing in the way of explicit roleplaying/social hooks; and nothing at all in the way of inter-party hooks. PbtA is a thing, you know? But more to the point, so was Vampire. So was Planescape. There’s a whole stack of 30-year old innovations that just aren’t here.
Similarly there’s no recognition of “the party” as a mechanical construct.
There’s nothing on safety tools or the like; there is a callout box about Session Zero, but not much else. I’m withholding judgement on that one, since it looks like there’s something on that front in the DMG.
There’s very little mechanics for things other than combat; although once again, D&D tends to treat that as a DMG concern.
The other best idea that 4e had was recognizing that “an encounter” was a mechanical construct, but didn’t always have to mean “a fight.” This wasn’t new there, using games I can see from where I’m sitting as an example, Feng Shui was organized around “scenes” in the early 90s. Once you admit an encounter is A Thing, you can just say “this works once an encounter” without having to put on a big show about short rests or whatever, when everyone knows what you mean.
Speaking for myself, as someone who DMs more than he plays, I can’t say as I noticed anything that would change the way I run. The ergonomics and presentation of the book, yes, more different and better player options, yes, but from the other side of the table, they’re pretty much the same game.
Dungeons & Dragons is in a strage spot in the conceptual space. It’s not an explicit generic system like GURPS or Cypher, but it wants to make the Heroic Fantasy tent big enough that it can support pretty much any paperback you find in the fantasy section of the used book store. There’s always been a core of fantasy that D&D was “pretty good at” that got steadily weedier the further you got from it. This incarnation seems to have done a decent job of widening out that center while keeping the weed growth the a minimum.
It seems safe to call this the best version of Dungeons & Dragons to date, and perfectly positioned to do the thing D&D is best at: bring new players into the hobby, get them excited, and then let them move on.
But, of course, it’s double volcano summer, so this is the second revised Fifth Edition this year, after Kobold’s Tales of the Valiant. Alert readers will note that both games made almost the exact same list of changes, but this is less “two asteroid movies” and more “these were the obvious things to go fix.” It’s fascinating how similar they both are, I was expecting to have a whole compare and contrast section here, but not so much! I’m not as tapped into “the scene” as I used to be, so I don’t know how common these ideas were out in the wild, but both books feel like the stable versions of two very similar sets of house rules. It kinda feels like there are going to be a lot of games running a hacked combo of the the two.
(To scratch the compare-and-contrast itch: At first glance, I like the ToV Lineage-Heritage-Background set more than the D&D(2024) Species-Background pair, but the D&D(2024) weapon properties and feats look better than their ToV equivalents. Oh, to be 20 and unemployed again!)
The major difference is that ToV is trying to be a complete game, whereas the 2024 D&D still wants to treat the rest of the post-2014 product line as valid.
As of this writing, both games still have their respective DM books pending, which I suspect is where they’ll really diverge.
More than anything, this reminds me of that 2002-2003 period where people kept knocking out alternate versions of 3e (Arcana Unearthed, Conan, Spycraft, d20 Star Wars, etc, etc) capped off with 3.5. A whole explosion of takes on the same basic frame.
This feels like the point where I should make some kind of recommendation. Should you get it?That feels like one of those “no ethical consumption under capitalism” riddles. Maybe?
To put it mildly, it hasn’t been a bump-free decade for ‘ol Hasbro; recently the D&D group has made a series of what we might politely call “unforced errors,” or if we were less polite “a disastrously mishandled situation or undertaking.”
Most of those didn’t look malevolent, but the sort of profound screwups you get when too many people in the room are middle-aged white guys with MBAs, and not enough literally anyone else. Credit where credit is due, and uncharacteristically for a public-traded American corporation, they seemed to actually be humbled by some of these, and seemed to be making a genuine attempt to fix the systems that got them into a place where they published a book where they updated an existing race of space apes by giving them the exciting new backstory of “they’re escaped slaves!” Or blowing up the entire 3rd party licensing model for no obvious reason. Or sending the literal Pinkertons to someone’s house.
There seems to be an attempt to use the 2024 books to reset. There seems to be a genuine attempt here to get better at diversity and inclusion, to actually move forward. On the other hand, there’s still no sign of what’s going to happen next with the licensing situation.
And this is all slightly fatuous, because I clearly bought it, and money you spend while holding your nose is still legal tender. Your milage may vary.
My honest answer is that if you’re only looking to get one new 5e-compatible PHB this year, I’d recommend you get Tales of the Valiant instead, they’re a small company and could use the sales. If you’re in the market for a second, pick this one up. If you’ve bought in to the 5e ecosystem, the new PHB is probably worth the cover price for the improved ergonomics alone.
Going all the way back to where we started, the last way that D&D is weird is that whether we play it or not, all of us who care about this hobby have a vested interest in Dungeons & Dragons doing well. As D&D goes, so goes the industry: if you’ll forgive a mixed metaphor, when D&D does well the rising tide lifts all boats, but when it does poorly D&D is the Fisher King looking out across a blasted landscape.
If nothing else, I want to live in a world where as many people’s jobs are “RPG” as possible.
D&D is healthier than it’s ever been, and that should give us all a sigh of relief. They didn’t burn the house down and start over, they tried to make a good game better. They’re trying to make it more welcoming, more open, trying to make a big tent bigger. Here in the ongoing Disaster of the Twenties, and as the omni-crisis of 2024 shrieks towards its uncertain conclusion, I’ll welcome anyone trying to make things better.
Tales of the Valiant
In order for this game to make sense, you have to remember why it exists at all. Tales of the Valiant is Kobold Press’ “lawyer-proof” variant of 5th Edition Dungeons & Dragons, created as a response to the absolute trash fire Hasbro caused around the Open Game License and the 5th Edition System Reference Document early last year.
Recall that Hasbro, current owners of Dungeons & Dragons, started making some extremely hinky moves around the future of the OGL—the license under which 3rd party companies can make content compatible with D&D. Coupled with the rumors about the changes being planned for the 2024 update to the game, there was suddenly a strong interest in a version of 5th Edition D&D that was unencumbered by either the OGL or the legal team of the company that makes Monopoly. As such, Kobold Press stepped up to the plate.
Because history happens twice, the first as tragedy, the second as farce, this is actually our second runaround with D&D licensing term shenanigans spawning a new game.
For some context, when 3rd Edition D&D came out back in 2000, in addition to the actual physical books, the core rules were also published in a web document called the System Reference Document, or SRD, which was released under an open source–inspired license called the Open Gaming License, OGL. This was for a couple of reasons, but mostly to provide some legal clarity—and a promise of safe harbor—around the rules and terms and things, many of which were either taken from mythology or had become sort of “common property” of the TTRPG industry as a whole. The upshot was if you followed the license terms, you could use any material from the rules as you saw fit without needing to ask permission or pay anybody, and a whole industry sprung up around making material compatible with or built on top of the game.
When the 4th Edition came out in 2008, the licensing changed such that 3rd party publishers essentially had to choose whether to support 3 or 4, and the rules around 4 were significantly more restrictive. The economy that had grown up under the shade of 3rd edition and the OGL started, rightly, to panic a little bit. Finally, Paizo, who had been the company publishing Dungeon and Dragon magazines under license from Hasbro until just about the same time, stepped up, and essentially republished the 3.5 edition of D&D under the name “Pathfinder.”
There’s a probably apocryphal line from Paizo’s Erik Mona that they chose to create Pathfinder instead of just reprinting 3.5 because “if we’re going to go to the trouble of reprinting the core books we’re going to fix the problems”. (Which has always stuck in my mind because my initial reaction to flipping through the core Pathfinder book the first time was to mutter “wow, we had really different ideas about what the problems were”.) Because Pathfinder wasn’t just a reprint, it was also a collected of tweaks, cleanups, and revisions based on the collected experience of playing the game. There was a joke at the time that it was version “3.75”, but really is was more like “3rd Edition, 2.0”.
When 5th edition came out in 2014, it came with a return to more congenial 3rd edition–style licensing, which reinvigorated the 3rd party publisher world, and also led to an explosion of twitch stream–fueled popularity, and unexpectedly resulted in the most successful period of the game’s history, and now a decade later here we are again, with a different 3rd party publisher producing a new incarnation of a Hasbro game so that the existing ecosystem can continue to operate without lawyers fueled by Monopoly Money coming after them (and yes, pun intended.)
(This isn’t the only project spawned by last January’s OGL mess either; Paizo’s Pathfinder 2 “remaster” was explicitly started to remove any remaining OGL-ed text from the books, it’s not a coincidence that this is when Tweet & Heinsoo chose to kickstart a second edition of 13th Age, the A5E folks are doing their own version of a “lawyer-proof 5th edition.”)
However, Tales of the Valiant had to deal with a couple of challenge that Pathfinder didn’t—primarily, vast chunks of 5E just aren’t in the SRD.
The 3rd Edition SRD had, essentially, the entire game, minus a few minor details and trademarked names, including quite a bit a material published after the core books. For Pathfinder, Paizo could have taken the SRD, bound it as-is, and had a ready-to-play game.
The 5E SRD, on the other hand, has significantly less. Looking at that SRD, vast sections of the game are missing—every Class only has a single Subclass, there’s only a single example Background, there’s only a single Feat, the 5E rules for personality traits & roleplaying hooks—ideals, bonds, flaws, and so on—aren’t present, various monsters aren’t present, the Alchemist class isn’t there, nothing from any book other than the three original core books is there, only the “core” races are there and the races with subraces only have a single example, and so on and so on. All of these gaps needed filling with new material on top of the other mechanical tweaks and cleanup.
The result is that Tales of the Valiant ends up in a sort of “neither fish nor fowl” situation; it’s not just a cleaned up 5E because it literally can’t be, but on the other hand it’s not different enough to give it a clear hook or independent identity.
But with that out of the way, it’s pretty great.
The initial release for ToV is two books—a Players Guide and Monster Vault. (Supposedly, Hasbro has also been getting stropy about other companies using the name “Player’s Handbook” which is why both Kobold and Paizo have moved to other titles.)
The writing in both books is outstanding. This is all, broadly speaking, the same material as the 5E Player’s Handbook and Monster Manual, but every section is better written, clearer, generally shorter and more concise. It reads like someone took the original 5E books and ran them past a really, really good editor. All of the language has been made much clearer—for example, spell “levels” are now “circles” to avoid confusion with character levels.
Most of the changes are excellent. The whole thing reads like a set of well-presented house rules by a group of really good DMs who have been running this game for a decade, which I’m pretty sure is what it is.
However, for better or worse, it’s still 5E. All the weird edges of that game are still here—the strange economy around bonus actions, there’s still too many weird custom per-class mechanics around pools of dice, Bards are still mostly just junior wizards, the “other two” arcane spellcasters are still underbaked, there still isn’t a caster that just uses spellpoints.
There’s still just too much—too much complexity without getting anything for it. The core book is 370+ pages, which seems increasingly absurd.
It’s not a secret that 5E was game made by a small team on a short deadline, the game was barely finished, and as a result on a pretty regular basis the rules throw up their hands and depend on the DM to sort things out. As such, many of the changes feel like the result of a decade of people having figured things out— for example, the rules around tools vs skills are clearer, the list of tools is shorter, there are actual rules for hiding, the rules are all reorganized.
Other changes are more structural, but still in the “obvious fixes” category—every class gets subclasses starting at level 3 now, and at the same levels thereafter, although the many of the new subclasses have a certain “golden arcs” to 5E’s “golden arches” quality. For example, Mage Blades are now Spell Blades, and can mix cantrips with physical attacks when using multiattack, which is… pretty great, actually? And a couple of the classes, like Warlock, have been pretty extensively overhauled, with just regular-ass spell slots.
The big ticket changes are all improvements:
“Race” has been replaced with a dual system of “Lineage” and “Heritage”. Lineage is, essentially, your species, and Heritage is where you grew up. This immediately lets you easily cook up some unusual combo—urban Orcs, nomadic Halflings. Backgrounds work similarly to 5E, but the list is new and grant some actually useful bonuses. “Inspiration” has been replaced with the much more flexible and interesting “Luck”. Spell lists have been reorganized around 4E-style “power sources” instead of being unique per class. 5E’s optional Feats have been replaced with Talents, which are, effectively, 3E’s Feats. Like 3E, those Talents are everywhere; your background gives you one, you can pick them on a pretty regular basis as an upgrade option. This is one of several changes that brings back something from 3E. As another, magic items—and magic item upgrades— have prices again. And the revised text around using attributes and skills make them feel a lot more like how the 3E skills worked. I’ve often said my personal ideal version of D&D would be a 3E-5E hybrid, and ToV very much has that feeling.
And, thank goodness, alignment is gone.
(For the full list of changes, see: Tales of the Valiant: Conversion Guide )
The books themselves, like all of Kobold’s books, are very nice. For a small press, they’re outstanding. The usual full-size hardcovers, full color, nice layout, good art. As a nice touch, the covers of the two books represent the same scene, but a few minutes apart.
Uncharacteristically, my favorite of the two volumes was the Monster Vault. This is where the aspect of “collected house rules from a good DM” really shines. The layout is not that different from the 5E Monster Manual, but very cleverly rethought to be useful during play. Each monster gets at least a one whole page, with a nice piece of art and a really thoughtful layout of stats. For example, the book doesn’t waste space with the monster’s stats, it just lists their stat modifiers, which are also their saving throw modifiers. The monster name is always—and only—the first thing in the top left corner of the page, which makes the book so much easier to navigate than either 3rd or 5th edition’s “YOLO!” approach to page layouts.
Every creature gets at least half a column of description, and this is where removing alignment becomes an asset to design. Without alignment as a shorthand, they give each monster an actual personality. To wit: Red Dragons are still bad guys, but instead of just being “chaotic evil”, now they’re assholes. Continuing with the dragons as the example, the metallic ones are still mostly “good”, and the chromatic ones are “bad”, but each kind gets a distinct set of ticks and behaviors. Green dragons are now something like Nazi scientists, Copper dragons are friendly but love a fight, and so on. It’s a really solid set of role-play hooks and ways to deploy them in a game.
This also really shines as a way to distinguish things like oozes or creatures acting on instinct from monsters you’re going to fight because they thought about it and want to take your stuff.
And then there’s the section on encounter design. Encounter design in 5E is notoriously tricky, mainly because the “challenge rating” system in the core rules is blatantly untested and unfinished. The 5E books barely cover it, one more subsystem that ends with a shrug and “you can figure it out?” The ToV Monster Vault has pages and pages on how to design encounters, how to use the existing challenge ratings to compare opponents to the party’s level, notes on adjusting difficulty, you name it. It’s clearly the work of a group that’s played this game a lot, and have really figured out how to make this part sing.
It’s probably the best D&D-style “monster book” I’ve ever read.
The Player’s Guide is a little more of a mixed bag. Again, the layout is clear and well-thought, each class has an icon representing it when it comes up in the rules. Character creation is presented in a different order, which isn’t really better or worse, so much as it shows there just isn’t a best way to present 5E’s overly-complex material.
It also pulls in a bunch of material that 5E leaves in the Dungeon Master’s Guide. Magic items, for example. It really is the only book you need to play the game, which makes me intensely curious about the ToV Gamemaster’s Guide which is coming out later this year.
But while the organization is different from the 5E Player’s Handbook, I’s be hard pressed to say it was better.
It’s also remarkable what isn’t here.
The section on “what is an RPG” is perfunctory to the point of being vestigial. There’s actually less material on role-playing and the like here than in the 5E books. There’s essentially nothing on how to actually play; there’s nothing here on how the authors intend this game to work in practice, I guess that’s left up to youtube?
There’s fewer mechanics for role play hooks than even 5E had. The thin-but-workable Ideals/Bonds/Flaws system wasn’t in the SRD, but hasn’t been replaced with anything. The section on using Charisma skills is basically the same content as the 5E book, and that was thin at time. (Meanwhile the 4E non-combat skill challenge system is just sitting there, waiting for someone to rediscover it.) (Edited to add: I went back and checked, and in fairness skill challenges were a DMG item in 4e, not in the PHB.)
There’s a section on Safety Tools, but it’s less than a page. The phrase “session zero” doesn’t appear anywhere in the book, which seems insane for a 300+ page RPG book published in the 2020s.
All of that would be acceptable in a small game, but this this book is 60 pages longer than the 5E book, which was already too big. And this isn’t the early teens anymore, where we were having serious conversations about if the TTRPG industry was going to keep existing. This is the twenties, and whatever else that means, TTRPGs are a huge business now, and narrative and character–focused play is in. It’s a strange set of oversights for an otherwise well-designed game.
Finally, Tales of the Valiant is… not a great name? It’s not terrible, but it’s a surprisingly hard name to use in a sentence. And that’s a lot of syllables. And something I’ve learned about myself over the last couple thousand words is that I can’t spell “Valiant” right the first time. (You know what’s a great RPG name? Mörk Borg. That’s the new bar, guys.)
But in case this hasn’t come through clearly, I like it. A lot. As it stands, it’s the best version of 5E out there. Well, at least for the moment, because the shadow of the incoming 5th edition update is looming on the horizon.
It’s not clear to me where this game sits in the broader hobby. Is there room for another D&D-alike? I’m not sure this makes a compelling case why you should play this instead of Pathfinder or 13th Age or the new 5E itself. I don’t understand who the target audience is supposed to be.
The folks that want to play Dungeons & Dragons are going to play that. The whole OGL trashfire/5th edition update ended up going a different direction than any of us expected a year ago; I think the ’24 update is going to be a lot better than we expected, the license terms actually got better, not worse, and I’m sure sure what the sales pitch is for “it’s like D&D, except slightly different.” There’s no hook, no “here’s why this is cooler.”
My overall response is that I wish Kobold had used Hasbro’s total surrender over the licensing to pivot, and to build up a more-different game. Pathfinder succeeded because 3rd edition went away and 4th edition, whatever its strengths, was a very different game. That not what happened this time, and a flavor of 5E is going to stick around for a while yet.
To be fair, I’m not really in the center of this particular crosshairs anymore either. I mean, the game I’m running now is a “cozy witchcore” modern fantasy game using the Cypher system, where we’ve never even bothered to fill in the player character’s attack bonuses on their character sheets. (Off topic but: it’s really fun to see what Modern Fantasy looks like once it has both “Lovecraft” and “90s goth vampires” washed completely out of its hair.) Thats miles away from D&D’s home turf of “fantasy-flavored superheros”. That said, we’ve got a D&D game we’re talking about kicking off, and if we do I’ll advocate heavily for using this instead.
And that’s the review in a nutshell: next time I want to run a game with Magic Missle in it, this is the one I’m going to run.
It’s a cool game by a cool company, making something good out of a stupid situation. Check it out.
Books I Read In ’23: Part 5—Planescape & Friends
The Story So Far
Planescape was…
Hang on, let me back up a bit. Okay, maybe a little further.
Dungeons & Dragons has this concept called Alignment. On the surface it’s a simplified way to describe how a character acts, filtered through a very Gygax-style overly-complex solution. You have two spectrums: Good vs Evil, and Lawful vs Chaotic, with a Neutral step in between for each, making a 9-space 3-by-3 grid. So you get things like Chaotic Neutral, Lawful Good, Neutral Evil. Like a lot of concepts from the original flavors of Dungeons & Dragons, it’s both overly-complex and overly-limiting. You’re supposed to pick one for your character that informs and limits how they act. Everyone picks “Chaotic Good”, the adventurer alignment: “I’m helpful but don’t tell me what to do”. But it sort of seeps into the cracks of the rest of the game. Monsters have alignments. Spells work with them. There used to be secret languages for each alignment.
And then, at the back of the First Edition Advanced Dungeons & Dragons Player’s Handbook, there’s two absolutely madcap pages labeled “Appendix IV: The Known Planes of Existence.” In this, Gygax outlines the cosmology out beyond where the game world normally takes place. The “real world” exists on something called the “Prime Material Plane”, which is surrounded by both the Outer and Inner Planes.
A Plane is something like the nine realms from norse myth, or an alternate dimension, but governed by different rules. The Inner Planes are primal forces: positive and negative energy, the elements. The Outer Planes, however, build outward from the alignment chart. 15 “Planes” extend outward from the Prime Material, one for each of the alignments (other than Neutral-Neutral), with a half-step between each. These are the outer dimensions where supernatural and god-like beings live, each tied to an Alignment. You can squint and see what real world mythology they’re each tied to—there’s Valhalla, there’s Dante’s Inferno, Limbo, Olympus, Christian Heaven, Hades, and so on. It’s a perfect distillation of the D&D ethos—all mythologies are included and equal, there’s a complicated chart, and you can fight them.
To round out the cosmology, the Inner Planes were connected to the Prime Material by the Etherial Plane, and the Outer Planes were connected by the Astral Plane. There’s an implication that there are more than one Material Plane, representing… parallel universes? All this was illustrated with a diagram out of an alchemist’s rantings, or a two-dimensional version of that orrery from The Dark Crystal.
Then, a couple of years later Jeff Grubb turned this into an entire book called The Manual of the Planes. This blew those two pages out into something approaching an actual setting. Each plane, outer and inner, got a full description, and there were monsters, encounters, rules for how spells worked. As a key detail for later, this book added a 16th “true neutral” plane, the Plane of Concordant Opposition, which acted as the center of The Great Wheel of the planes, with the other planes extending out from it, which also had an impossibly tall unclimbable spire at the center. (The axel of the wheel?)
What was all this for? The Planes solved, basically, three problems in D&D:
- Mostly, this described where the deities that clerics got their spells from physically lived. It was a universal explanation for where supernatural or paranormal entities came from. Gods, Demons, angels, elementals, ghosts: they come from a plane. And, it did this in a way that didn’t elevate one particular mythology or religion over the others. All real-world religions and supernatural creatures had a place to go, which you could use or ignore as you liked.
- It was where high level characters went when they needed a new challenge. Too powerful to clear out yet one more keep on a borderland? Travel to the Outer Planes and treat Dante’s political satire as an endgame dungeon.
- It provided a way to move between campaign settings. Want to use your Grayhawk characters in a Mystara game? Lemme tell you the good news about astral portals.
Maybe most critically, this was also the blanket answer for where demons (chaotic evil) and devils (lawful evil), came from. (The Abyss and The Nine Hells, respectively). Because of course, this was the height of the Satanic Panic in the mid-80s, and having a place in the game that was specifically where Satan lived was a bad look. When the 2nd edition of AD&D arrived in 1989, all this got swept under the rug.
While this kept all the weird mythology stuff out of the sight of the Mrs. Lovejoys of the world, this left the game without a place for high-powered characters to loot, or a way to travel between settings. The solution to this was the original Spelljammer. Spelljammer replaced the mythological outer realms with a science-fantasy “boats in space” approach. The different campaign settings were now planets, each in their own solar systems. Each solar system was enclosed in a “Crystal Sphere”, each of which in turn was floating in an infinite sea of “Phlogiston”. “Spelljammers” were magic-powered ships that could travel between the spheres. Implicitly, this was all taking place inside the old Prime Material Plane, leaving the old cosmology unmentioned but still usable.
By the mid-90s, the “satanic panic” was down to more of an “impish concern”, and Spelljammer hadn’t sold super-well. There was a desire to “bring back” the old planes cosmology. Rather than do this as a standalone esoteric sourcebook, the decision was made to promote the planes to a “real” campaign setting.
But also, AD&D’s simulationist, rules-heavy, combat oriented approach had fallen out of style. It wasn’t “The Game” anymore, not the way it had been a decade earlier, and there were a mounting number of games that weren’t just looting castles one ten-foot square at a time. There was a cambrian-style explosion of new games at the start of the decade—Over the Edge, Ars Magica, Feng Shui, to name some examples—built around figuring out the minimum viable number of rules for a game like this, and refocusing on the “role playing” part of RPG.
But the big one was Vampire: The Masquerade. Less rules, more roleplaying, dark urban fantasy. And, relevant to our current purposes, each character chose a “clan”, each of which was based on a Vampiric archetype (the dracula ones, the nosferatu ones, the anne rice ones, the lost boys, and so on). The clan wasn’t a character class so much as a set of hooks for roleplaying, an archetype for what your character acted like, not what they could do. It was that alignment chart, all grown up.
And this all dovetailed with everything else that was going on in nerd subcultures in the 90s, by which I really mean the goth scene was on the rise and The Sandman was huge.
And so, the mission: put D&D back at the forefront of RPG design, reboot the Planes as a gameplay location, with characters joining Vampire-style thematic groups while journeying across landscapes that looked like Sandman cover art.
The result: Planescape.
It immediately had a distinct feel as soon as you looked at it. The art was unlike anything on any other RPG product, a sketchy near-cartoony surrealist look that was immediately evocative; something between a goth Dr Seuss and Brian Froud’s concept art for Labyrinth. The logo had a weird spiky lady in it that looked like a mythological character from a mythos you’d never heard of. Even the fonts and page layouts were distinctive. The message was clear—this wasn’t a D&D book, this was a Planescape book.
The distinctivness continued once you flipped it open. (Or rather, slid open the box set). One of the signature features inside was “The Chant”, a set of slang and dialect that planar natives used; it only sounded strange to you on account your being a clueless berk, but don’t worry, you’ll be a savvy cutter no time. Unlike the house standard voice in other products, Planescape was written in a casual tone, the voice of an experienced adventurer welcoming you out of the prime and into the big leagues of the planes.
All the Planes got new names. These were their real names, you understand, the names back in the old Appendix IV were what the uneducated primes called them. As such, the “Plane of Concordant Opposition” became “The Outlands”, and the top of the infinite spire we now find Sigil, the City of Doors, a city built on the inside of a giant stone torus; which was also called the Cage because the only way in or out is via a planar portal or gateway. Sigil acts as the player’s home base, the place you bang around between adventures.
The city is ruled? controlled? by the enigmatic Lady of Pain—the spiky face in the logo. But she’s more of an absentee landlord than micromanager, so the city is run by The Factions. There are fifteen of them, roughly corresponding to the fifteen Outer Planes. But, they also all have a distinct philosophy. Like the vampire clans, it doesn’t take a lot of work to map the factions to their real-world counterparts—there’s the socialists, the fascists, the atheists, the libertarians, the discordians. (It was the 90s. Vampire had those guys too.)
Like in Vampire, every player had to pick a faction, and like vampire they were written so that everyone reading immediately had a favorite, but everyone had a different favorite. There weren’t “good ones” or “bad ones”, just a spectrum of stuff different people thought was cool. (Vampire is always cited as the direct inspiration, but I suspect the Factions also owed as much to the Houses and Clans from Battletech.)
This foregrounding of philosophy extended outward through the game: the rules posited that while the Prime Material Plane was governed by physics, the “physics” of the Outer Planes was philosophy, that belief and ideas were what underpinned those realities. The lead developer, David "Zeb" Cook, described the setting as “Philosophers with Clubs”.
It was fun, and different, and expansive without being overwhelming. While a lot of D&D specifically can feel like a copy of a copy of a copy of either Tolkien or Howard, this was something else, something absolutely unique, something D&D had that nothing else did.
The usual complaint from people that didn’t like it was that it was a better read than it was a game; which was occasionally fair: there are NPCs who communicate entirely through rebuses, which is great to read about but really, really hard to roleplay. (“It, uhhhh, puts up a rebus that, ah, can you roll, okay it means ‘you need to keep moving, citizen.’”). But if it was your jam, it was your jam.
It also served as the setting for one of the best-regarded D&D computer games, Planescape:Torment. Torment tended to be a lot of people’s first encounter with the setting, especially after the setting went out of print but the game stayed around in places like Steam or GoG. (That’s a gun I just hung over the mantle, by the way.)
It was glorious. In case this isn’t coming though from the fact that I’m over seventeen-hundred words in and haven’t talked about the new book yet, the Planes are my absolute favorite thing in D&D, and I think Planescape is the single best thing the old TSR ever published.
When 3rd edition came along at the turn of the century, Planescape, along with all the other boxed-set campaign settings got put in the attic. Both 3rd and 4th edition did anemic Manuals of the Planes that gestured at planar adventuring, but mostly left Sigil and Planesape as an easter egg or sidebar. The 5th Edition PHB has four pages at the back labeled “Appendix C: The Planes of Existence”, which is a surprisingly comprehensive summary of the built up material to date, but like the old original Appendix IV, was more teaser than gameplay resource.
As the fifth edition game trundled on, “new Planescape” was a persistant rumor. Which bring us to today, one the last new products released for “Dungeons & Dragons 5th Edition (2014)” before “Dungeons & Dragons 5th Edition (2024)” is released: the long rumored New Planescape.
Planescape 5e
The new Planescape follows the same format as last year’s Spelljammer: a slipcased set of three books: a setting overview, a monster manual, and an adventure. It solves one of new Spelljammer’s biggest shortcomings, in that the adventure and setting book are now 96 pages instead of 64, so the combined page count is the same as one of 5e’s larger standalone books, meaning it’s not cramped the way Spelljammer was. Also, they make the very savvy call to focus entirely on Sigil and the Outlands, leaving the rest of the planes alone.
So here we are! 45 pages detailing the insides of Sigil! Write-ups on the factions! A two-page spread for each gate down in the Outlands! A two-sided poster map! Modrons on the cover art! Finally, right?
I’ve got really mixed feelings about it.
Let’s start with this: The berks put the chant in the dead book. The “pirate talk / thieves cant” slang was one of the signature features of the original, solidly establishing that this took place somewhere else. There was always a vocal minority of people that didn’t like it, but those people didn’t like anything else about it either. And it’s just… not here. The text of the books is written in the same neutral house style as all the other 5e books. There’s no glossary of “planar slang” at the end. In the adventure, the first NPC you meet on the streets of Sigil uses essentially the entire slang dictionary in one sentence, and then someone else shoos them away with with an apology for the crazy person, and from that point on everyone else sounds just like every other D&D NPC, which is to say, just like Jack Kirby’s Thor. Reading it, there’s an immediate chill, as you realize that the setting whose signature feature was being different from everything else has been brought back, but lost something along the way..
The same thing applies to the art. Planescape used to have a distinct, stylized art style—there was no mistaking a Planescape book for something else. And here, everything is done in the same house style as the rest of 5e. It’s good art. It’s really good art. But there’s the Lady of Pain on the cover, looking like every other piece of 5th edition cover art. Seeing characters or locations from the old game rendered in the modern, standard art style was strange, like seeing someone you went to high school with after years and years and discovering they’d had some ill-advised plastic surgery. “They looked fine before, why did they do that to themselves?”
The distinctive fonts are gone, the text and layouts looking just like every other 5th edition book. Even the old logo is gone, replaced by an unadorned “PLANESCAPE” in big capital letters in the same brand font.
But okay, so the detailing is gone, what about the core content?
Let’s talk about the Factions. There’s only twelve of them now, some old ones, some revised, weirdly decoupling them from the outer planes. And they’re optional. There’s one new Character Background which is basically “belongs to a Faction” with a list of what skill gets a bonus based on what Faction you pick. There’s even a sidebar on how to make your own faction, which is cool, I guess, but broadly misses the point. The faction writeups clearly think of them as groups the players will interact with, but not join. Some of them are clearly bad guys now. You’re not really expected to pick a favorite. (And my old favorite isn’t there anymore, which is the real lemon juice squeezed into this papercut.)
And then there’s the included adventure, “Turn of Fortune’s Wheel.” There’s a mystery that takes the players on a tour of the Gate Towns along the edge of the Outlands, which is a great structure to get a buffet-style sampler plate of the planes without having to leave the Outlands. There’s a multi-planar casino! The central mystery is actually interesting. It even serves as a stealth sequel to the 1997 module The Great Modron March.
But yeah, this is where I start a paragraph with the word “but.”
Because the title of the box set is not “Planescape”, it’s “Planescape: Adventures in the Multiverse”, and “multiverse” means a different thing in 2023 than it did in 1997. So for the adventure you roll up three versions of your characters—the versions played by Tobey Maguire, Andrew Garfield, and Tom Holland, if you will—and your character “glitches” between them. It’s not a terrible mechanic, and kind of a cool premise, but that’s not the kind of multiverse we were talking about?
And, this is where I sort of chuckle and shake my head, the adventure has the exact same beginning as Torment. And I mean, exactly the same: you wake up on a slab in The Mortuary with amnesia, and there’s Morte the talking skull giving you a hard time. The central spine of the plot is to find out who you were, and why you keep coming back to life when you die. It’s the same set of ideas as Torment, just less interesting.
And I get it. I get it. Here in the twenties, if someone under 40 has played Planescape, they played Torment. And more importantly, they played the first 20 minutes of Torment, because a slightly buggy crunchy AD&D CRPG from the late 90s is basically unplayable today. Not technically, DosBox has you covered, but too much time has passed for those mechanics. So all most people know about Planescape is that there’s a weird morgue with a talking skull in it. So, yeah, you put that in. Sure you do.
So we end up with the “go anywhere do anything” setting going the same places doing—literally—the same things. It’s got that big franchise relaunch style where it spends a bunch of time covering old ground, gesturing at things going “hey, remember this?” Even when it drops the occasional deep cut, like an oblique reference to the original Planescape finale, Dead Gods, it manages to feel more patronizing than anything. The title of the second chapter of the adventure is “Philosophers with Clubs”, although the content of that chapter contains neither, but hey, ‘member when Zeb Cook said that?
And I haven’t even mentioned the walking castle thats blatantly just “Howl’s Moving Castle.”
Its’s high quality, well done. I found it all genuinely upsetting.
To be clear, theres nothing in here that's actually bad. It is, to coin a phrase, "perfectly cromulent", a solid-if-uninspiring update of an out-of-print setting to current corporate standards. The game my kid is in at jr high dropped everything they were doing and moved to this the second it came out. Walking though portals to fight new kinds of monsters is still cool when you're twelve, no matter what the art looks like. And, believe me, I understand there's a difference between "biggest release of the year for the most successful product line from a multi-billion dollar company" and "crazy swing for the fences from a nitche company that's going out of business."
But, I don’t understand the point of doing a new Planescape if you’re going to make it the same house style as everything else. Why not just do a new Manual of the Planes? The mechanics were never the point, what little of them there were. It was all about style and vibes, and all the style and vibes are gone.
And you know what? That’s my whole review. They took the most distinct, unique setting they ever had and sandblasted it until it was the same as everything else. Why bother? Why bring it back if this is what you were going to do?
Maybe this is just old guy grousing, and kids who find this for the first time in their teens will spend the next two decades dreaming about Sigil like I did. I hope so?
(This is where I casually mention inside some parentheses that DriveThroughPRG will do you a print-on-demand copy of the original for thirty bucks.)
However, Hasbro’s new Planescape isn’t the only game in town for extra-planar adventures in D&D…
Path of the Planebreaker by Bruce R. Cordell, Monte Cook, Sean K. Reynolds
Monte Cook was on the original Planescape team, then was one of the co-designers for D&D 3rd edition. He’s been running his own company for most of the 21st century, these days mostly knocking out new games based on the system he designed for his signature game, Numenera.
However, he also has an almost supernatural ability to release a product for D&D right before Hasbro does a version of the same thing, so last year just before the new Planescape was announced he did his own “Planescape for 5e”: Path of the Planebreaker.
A cursed moon—The Planebreaker—crashes from plane to plane, traversing the whole of the multiverse. The trail it leaves behind can be used as a road to travel the planes, assuming you have the right key.
The book outlines dozens of planes that the Planebreaker has crashed through, and in keeping with Monte Cook’s style, they’re all weird as hell. The Planebreaker itself, and the city of Timeborne on it, is a very cool “home base” location. It’s a very Monte Cook product: weird places? Check. Mysterious plot hooks-a-plenty? Check? Cool magic? Check. More than anything, this really fills the niche the planes used to have of “weird places high level characters can go and loot”. It’s the ideal sort of product to click into an existing game to blow out the horizons. The Planebreaker appears in the sky, shenanigans ensue.
You can tell everyone working on this knows how the D&D Great Wheel cosmology works, and while this doesn’t interact with it, it doesn’t contradict it either. These are the weirder planes further out from the ones near Sigil.
Great stuff, I really enjoyed it.
The Book of Ebon Tides by Wolfgang Baur & Celeste Conowitch
Meanwhile, Wolfgang Baur, who was also on the original Planescape team, also started his own company, Kobold Press (after writing the single best book for 3rd edition D&D, The Book of Roguish Luck, for Monte Cook’s old company). Legend has it that he pitched a Plane of Shadow book for the original Planescape back in the 90s which went nowhere. Two decades on, he finally wrote it: Book of Ebon Tides. And look, that’s pretty much the whole review: “Wolfgang Baur finally wrote his Shadow book.”
It’s pretty amazing. Here, the Plane of Shadow is reimagined as a dark counterpart of the real world filled with fay courts and shadow creatures; it’s Midsummer Nights Dream set in the dark world from A Link to the Past. Weird forests. Shadow goblins. Shadow magic. And you can play an anthropomorphic bear. This is the kind of book where every single page has something on it where you go “wow, that’s cool.” There’s a whole flock of character options, new races, new spells, every characer class gets a new shadow-themed subclass. The Book of Roguish Luck had this very cool “shadow thief” class for 3rd edition, and I was really hoping this would have an updated version. Oh yeah, that’s in here. And then some.
It’s full of hooks for Kobold’s home setting of “Midgard”, but that stuff is easy to strip out or sand down, and this also could click incredibly easy into any other campaign. I tend to buy books like this so I can loot them for other games, and I am going to be looting this one for years. It’s the kind of book that makes you want to scrap the game you’re currently running, drop it on the table, and tell your players, “so, we’re doing this now.”
Young Adventurer’s Collection: Places & Portals
The Young Adventurer’s Collection is a series of books Hasbro has been putting out aimed at younger readers that introduce the concepts of D&D without any of those pesky rules getting in the way. They’re perfect if you’re say, a mid-40s RPG nerd with a tween-aged kid whose really into this whole D&D thing but needs a softer onramp than the PHB. Places & Portals is the latest, covering, like it says, other places you can go. It hits the high points of the planes as a concept, but mostly I bring this up because it also has a chapter on Spelljammer. When the Spelljammer box came out last year, there was some debate about whether the “Doomspace” in the included adventures was really supposed to be Dark Sun in disguise? Well, Places & Portals came out first, and has has the same map of the Astral Plane as the Spelljammer box, except the solar system labeled “Doomspace” in Spelljammer is called “Athasspace” here. As a long time fan of that setting, I love that they collapsed the dark sun and dropped Athas into a black hole. Perfect ending, no notes.
Journeys through the Radiant Citadel
But lets loop back around. Before the new Planescape, before the new Spelljammer, Hasbro put out a book called Journeys through the Radiant Citadel. This was one of the adventure anthologies they do every other year or so, and has thirteen short adventures, most of which could work as a one shot. The signature feature of this book, though, was that it was entirely done by people of color.
The Radiant Citadel is an ancient magical city floating out in the Etherial plane (positioning this as both an anti-Spelljammer and anti-Planescape), and each adventure takes place in one of the locations the Citadel has a portal to. Are these locations other planes, other worlds in the prime material, somewhere else? The book is ambiguous about this, to its benefit. There’s no overarching cosmology here beyond “the universe is vast and wondrous.”
These locations and adventures all draw from world mythologies and traditions other than the warmed over Tolkien/Howard we were talking about. But they’re not just “the asian one” or “the indian one”, they’re all riffs and combinations of ideas, pulling from a far wider pool than D&D traditionally has. They all feel new. Each adventure is a tiny gem, sketching out a world outside the confines of the few pages they have. And these aren’t just dungeon crawls with a different skin, there are puzzles, negotiations, diplomacy. Most of the adventures center around arriving in a new place, figuring out how that world works, and then using that knowlede to solve a problem or help somebody. It’s probably the best book Hasbro put out for 5th edition. Yes, it's better than the new Ravenloft.
Forget the editorial failures of the new Spelljammer or the sandblasted new Planescape: this is what D&D should look like in the twenties. This. This is what I wanted from Planescape, this is what attracted me to the old Planescape as a teenager. A glorious mashup of world cultures and mythologies, evocative art, neat ideas, adventurers going to weird places and doing cool stuff.
In conclusion, the new Planescape is fantastic: it’s called Journeys through the Radiant Citadel. Strongest possible recommendation.
What Might Be A Faint Glimmer Of Hope In This Whole AI Thing
As the Aftermath says, It's Been A Huge Week For Dipshit Companies That Either Hate Artists Or Are Just Incredibly Stupid.
Let’s look at that new Hasbro scandal one for a second. To briefly recap, they rolled out some advertising for the next Magic: The Gathering expansion that was blatantly, blatantly, AI generated. Which is bad enough on its own, but that’s incredibly insulting for a game as artist-forward as MTG. But then, let’s add some context. This is after a year where they 1) blew the whole OGL thing, 2) literally sent The Actual Pinkertons after someone, 3) had a whole different AI art scandal for a D&D book that caused them to have to change their internal rules, 4) had to issue an apology for that stuff in Spelljammer, and 5) had a giant round of layoffs that, oh by the way what a weird coincidence, gutted the internal art department at Wizards. Not a company whose customers are going to default to good-faith readings of things!
And then, they lied about it! Tried to claim it wasn’t AI, and then had to embarrassingly walk it all back.
Here’s the sliver of hope I see in this.
First, the blowback was surprisingly large. There’s a real “we’re tired of this crap” energy coming from the community that wasn’t there a year ago.
More importantly, through, Hasbro knew what the right answer was. There wasn’t any attempt to defend or justify how “AI art is real art we’re just using new tools”; this was purely the behavior of a company that was trying to get away with something. They knew the community was going to react badly. It’s bad that they still went ahead, but a year ago they wouldn’t have even tried to hide it.
But most importantly (to me), in all the chatter I saw over the last few days, no one was claiming that “AI” “art” was as good as real art. A year ago, it would have been all apologists claiming that the machine generated glurge was “just as good” and “it’s still real art”, and “it’s just as hard to make this, just different tools”, “this is the future”, and so on.
Now, everyone seems to have conceded the point that the machine generated stuff is inherently low quality. The defenses I saw all centered around the fact that it was cheap and fast. “It’s too cheap not to use, what can you do?” seemed to be the default view from the defenders. That’s a huge shift from this time last year. Like how bitcoin fans have mostly stopped pretending crypto is real money, generative AI fans seem to be giving up on convincing us that it’s real art. And the bubble inches closer to popping.
Re-Capturing the Commons
The year’s winding down, which means it’s time to clear out the drafts folder. Let me tell you about a trend I was watching this year.
Over the last couple of decades, a business model has emerged that looks something like this:
- A company creates a product with a clear sales model, but doesn’t have value without a strong community
- The company then fosters such a community, which then steps in and shoulders a fair amount of the work of running said community
- The community starts creating new things on top of what that original work of the parent company—and this is important—belong to those community members, not the company
- This works well enough that the community starts selling additional things to each other—critically, these aren’t competing with that parent company, instead we have a whole “third party ecosystem”.
(Hang on, I’ll list some examples in a second.)
These aren’t necessarily “open source” from a formal OSI “Free & Open Source Software” perspective, but they’re certainly open source–adjacent, if you will. Following the sprit, if not the strict legal definition.
Then, this year especially, a whole bunch of those types of companies decided that they wouldn’t suffer anyone else makining things they don’t own in their own backyard, and tried to reassert control over the broader community efforts.
Some specific examples of what I mean:
- The website formerly known as Twitter eliminating 3rd party apps, restricting the API to nothing, and blocking most open web access.
- Reddit does something similar, effectively eliminates 3rd party clients and gets into an extended conflict with the volunteer community moderators.
- StackOverflow and the rest of the StackExchange network also gets into an extended set of conflicts with its community moderators, tries to stop releasing the community-generated data for public use, revises license terms, and descends into—if you’ll forgive the technical term—a shitshow.
- Hasbro tries to not only massively restrict the open license for future versions of Dungeons and Dragons, but also makes a move to retroactively invalidate the Open Game License that covered material created for the 3rd and 5th editions of the game over the last 20 years.
And broadly, this is all part of the Enshittification Curve story. And each of these examples have a whole set of unique details. Tens, if not hundreds of thousands of words have been written on each of these, and we don’t need to re-litigate those here.
But there’s a specific sub-trend here that I think is worth highlighting. Let’s look at what those four have in common:
- Each had, by all accounts, a successful business model. After-the-fact grandstanding non-withstanding, none of those four companies was in financial trouble, and had a clear story about how they got paid. (Book sales, ads, etc.)
- They all had a product that was absolutely worthless without an active community. (The D&D player’s handbook is a pretty poor read if you don’t have people to play with, reddit with no comments is just an ugly website, and so on)
- Community members were doing significant heavy lifting that the parent company was literally unable to do. (Dungeon Mastering, community moderating. Twitter seems like the outlier here at first glance, but recall that hashtags, threads, the word “tweet” and literally using a bird as a logo all came from people not on twitter’s payroll.)
- There were community members that made a living from their work in and around the community, either directly or indirectly. (3rd party clients, actual play streams, turning a twitter account about things your dad says into a network sitcom. StackOverflow seems like the outlier on this one, until you remember that many, many people use their profiles there as a kind of auxiliary outboard resume.)
- They’ve all had recent management changes; more to the point, the people who designed the open source–adjacent business model are no longer there.
- These all resulted in huge community pushback
So we end up in a place where a set of companies that no one but them can make money in their domains, and set their communities on fire. There was a lot of handwaving about AI as an excuse, but mostly that’s just “we don’t want other people to make money” with extra steps.
To me, the most enlightening one here is Hasbro, because it’s not a tech company and D&D is not a tech product, so the usual tech excuses for this kind of behavior don’t fly. So let’s poke at that one for an extra paragraph or two:
When the whole OGL controversy blew up back at the start of the year, certain quarters made a fair amount of noise about how this was a good thing, because actually, most of what mattered about D&D wasn’t restrict-able, or was in the public domain, and good old fair use was a better deal than the overly-restrictive OGL, and that the community should never have taken the deal in the first place. And this is technically true, but only in the ways that don’t matter.
Because, yes. The OGL, as written, is more restrictive that fair use, and strict adherence to the OGL prevents someone from doing things that should otherwise be legal. But that misses the point.
Because what we’re actually talking about is an industry with one multi-billion dollar company—the only company on earth that has literal Monopoly money to spend—and a whole bunch of little tiny companies with less than a dozen people. So the OGL wasn’t a crummy deal offered between equals, it was the entity with all the power in the room declaring a safe harbor.
Could your two-person outfit selling PDFs online use stuff from Hasbro’s book without permission legally? Sure. Could you win the court case when they sue you before you lose your house? I mean, maybe? But not probably.
And that’s what was great about it. For two decades, it was the deal, accept these slightly more restrictive terms, and you can operate with the confidence that your business, and your house, is safe. And an entire industry formed inside that safe harbor.
Then some mid-level suit at Hasbro decided they wanted a cut?
And I’m using this as the example partly because it’s the most egregious. But 3rd party clients for twitter and reddit were a good business to be in, until they suddenly were not.
And I also like using Hasbro’s Bogus Journey with D&D as the example because that’s the only one where the community won. With the other three here, the various owners basically leaned back in their chairs and said “yeah, okay, where ya gonna go?” and after much rending of cloth, the respective communities of twitter, and reddit, and StackOverflow basically had to admit there wasn’t an alternative., they were stuck on that website.
Meanwhile, Hasbro asked the same question, and the D&D community responded with, basically, “well, that’s a really long list, how do you want that organized?”
So Hasbro surrendered utterly, to the extent that more of D&D is now under a more irrevocable and open license that it was before. It feels like there’s a lesson in competition being healthy here? But that would be crass to say.
Honestly, I’m not sure what all this means; I don’t have a strong conclusion here. Part of why this has been stuck in my drafts folder since June is that I was hoping one of these would pop in a way that would illuminate the situation.
And maybe this isn’t anything more than just what corporate support for open source looks like when interest rates start going up.
But this feels like a thing. This feels like it comes from the same place as movie studios making record profits while saying their negotiation strategy is to wait for underpaid writers to lose their houses?
Something is released into the commons, a community forms, and then someone decides they need to re-capture the commons because if they aren’t making the money, no one can. And I think that’s what stuck with me. The pettiness.
You have a company that’s making enough money, bills are paid, profits are landing, employees are taken care of. But other people are also making money. And the parent company stops being a steward and burns the world down rather than suffer someone else make a dollar they were never going to see. Because there’s no universe where a dollar spent on Tweetbot was going to go to twitter, or one spent on Apollo was going to go to reddit, or one spent on any “3rd party” adventure was going to go to Hasbro.
What can we learn from all this? Probably not a lot we didn’t already know, but: solidarity works, community matters, and we might not have anywhere else to go, but at the same time, they don’t have any other users. There’s no version where they win without us.
License failure
There are plenty of examples out there of a large company not understanding the community around an open license, but I’m almost impressed that Hasbro’s OGL shenanigans have managed to basically speedrun the SCO vs Linux case, the creation of the GNU project, and Tivo inspiring the GPLv3, all in, what, 2 weeks?