Beginning with allied races as an incentive to level them up all the way rather than simply race-changing or boosting them, Blizzard released race-themed transmog sets as a sign that you had done just that. While I'll never forgive them for having the Lightforged heritage helmet cut off my paladin's glorious beard, they're generally pretty fun to have.
In 8.1, we now have heritage sets for older races - the Blood Elves and Dwarves (of the non-Dark Iron variety.) That's pretty exciting, and also interestingly timed as my next two alts in my grand alt-priority queue to do the new content are, in fact, my Blood Elf and Dwarf characters.
I imagine these established-race heritage sets are going to have a gradual rollout, with Tauren and Gnomes coming in 8.2 (already have those guys at 120 and exalted with their home factions since probably Wrath of the Lich King.) I'm super-eager to see sets for Draenei (of the original blue flavor,) Worgen, and Goblins. But I also wonder about, for example, the Undead.
See, while one of my two major Horde characters (always jostling for Horde main - I just wish that I were better at Subtlety because my damage on the rogue always seems way lower than the gear should be giving me) in Undead, there's actually a new source of quite a bit of Forsaken-themed gear out of the Darkshore warfront.
Indeed, my main, the human paladin, is currently rocking most of the top-tier Arathi warfront gear set (still need I think only the shoulders now.) If we wanted human heritage armor, I think you'd be hard pressed to find a better example than the Arathi plate set. Likewise, Orcs can use pretty much any of the Arathi sets and look very Orc-appropriate.
Darkshore brings us sets inspired by the Night Elves and Forsaken.
Now, I'll confess that I'm a little less impressed with these designs - primarily the Night Elf ones. My main Night Elf character is a Demon Hunter, and the leather set here feels far more Druidy. The plate set has some very strange contours. On the other hand, the Forsaken-themed sets on the Horde side are generally very cool. Sadly, the only one I don't really care for that much is the leather set, though primarily just the spiked-hood look of the top tier helmet. The mail set, on the other hand, is fantastic.
But it does make me wonder if they won't bother doing Human, Orc, Undead, or Night Elf heritage armor given how relatively easy it is to attain these sets (I do wish there were an easier way to get the top-tier stuff. I have three plate-wearers at 120 now, so that should help collecting it, but man is the Mail going to take a while.)
Friday, December 14, 2018
Thursday, December 13, 2018
The Night Warrior and Darkness in the Alliance
Tyrande becomes an avatar of Elune's vengeance after tossing a severed Orc head into a Moonwell.
The Night Elves lost big at the outset of this expansion - bigger than just about anyone. While the Forsaken lost Undercity, they had had plenty of time to prepare and evacuate the city, ensuring that most of their civilians were safe in Orgrimmar before the Alliance carved a path directly through Brill and up to the gates of Lordaeron City. The Night Elves have endured massive loss of life, as the civilian population taking shelter from the Horde's attack burned when Teldrassil was set aflame.
In the Terror of Darkshore cinematic, which plays after the quests that introduce the Darkshore warfront but feel like they ought to take place either well after or in some kind of alternate continuity, we get to see the Night Elves actually striking fear into the hearts of the Horde for a change. A Horde convoy is torn apart in moments by a furious Malfurion - bonus points to Mal for the Orc who is swallowed by the earth as grasping roots choke the life out of him.
The Horde has had some opportunities to turn to the Alliance and say "now who are the real bad guys here?" even if the answer is usually someone else. But it's very rare for the Alliance to actually come off not as self-righteous but truly scary in a monstrous way. Since Cataclysm came out eight years ago, I've always felt the Worgen were underserved because we never really got to see that side of them. Having played an Undead character starting in Vanilla, I can tell you that the Worgen felt like a huge threat in the early levels, but Blizzard's emphasis on Gilneas as a fundamentally human kingdom, even if some of those humans were afflicted with the curse, always undercut it.
The other thing that undercut the monstrousness of the Worgen was the presence of the Forsaken, who always seem to be able to go lower and more cruel.
And that, unfortunately, is also in effect in Darkshore.
Because ultimately, what the Night Elf "change" amounts to so far is simply that they are willing to fight back. Tossing Orc heads into a Moonwell is creepy, sure, but it's not as if they weren't willing to kill Orcs before, and given what they went through, it doesn't seem like that much of a violation of norms in Azeroth.
Because what we see on the other side of things is that the Forsaken are raising Night Elves to serve as Dark Rangers (or Dark Wardens.) There's a continuity issue here given that a big part of the plot in Silverpine was that the Val'kyr could only raise humans - giving the remaining humans in the area the incentive to willingly become Worgen and encouraging the 7th Legion to send only non-human troops to assist the Gilneans. The notion that the Val'kyr can, in fact, raise Night Elves contradicts this - but hey, it's 8-year-old lore and sometimes you need to change things to make it more dramatic.
The problem, though, is that we are once again faced with the problem we had then - the Forsaken, sort of by definition, are supposed to have free will. Yet we see both Sira Moonwarden and Delaryn Summermoon immediately declare their allegiance to the Forsaken upon their raising - Sira mere moments after she died fighting the Horde.
It could be an interesting plot point to show that Sylvanas has been lying about giving her people free will, but this has been a plot problem for so long that it seems as if it's just something Blizzard doesn't really feel like addressing.
And to me that feels particularly galling as someone who really likes playing Forsaken characters. The Scourge faded to the background long ago, but the Forsaken felt like they were meant to exist as a contrast against the Scourge. When you played through Tirisfal Glades prior to Cataclysm, you more or less began in a dizzied haze, suddenly aware of your undead nature, with the Scourge on one side and the Scarlet Crusade on the other, both trying to murder you. The Forsaken were the normal people who just happened to have been cursed with undeath, and you banded together to preserve your freedom.
The Will of the Forsaken racial ability, for example, suggested that the Forsaken valued that free will above all else, and were better than most at resisting mental manipulation because they had suffered so long under the very worst kind of domination.
The Alliance has plenty of potential to go dark with its populations. The Worgen are literal monsters. The Night Elves can be remorseless feral guerillas. The Dark Iron Dwarves can be chaotic madmen. The Void Elves can literally erase you from existence. Even the Lightforged Draenei, seemingly empowered by one of the "good" primal forces, seem poised to be zealous inquisitor-types with a "kill them all and let the Light sort them out" philosophy.
But if: A: we don't see a more sympathetic side to the Forsaken and B: we don't see the Alliance unleashing their worst violence upon the more sympathetic Horde races, like the Tauren, Trolls, or Blood Elves, it's always going to feel as if the moral authority within the conflict belongs only to one side.
The Night Elves lost big at the outset of this expansion - bigger than just about anyone. While the Forsaken lost Undercity, they had had plenty of time to prepare and evacuate the city, ensuring that most of their civilians were safe in Orgrimmar before the Alliance carved a path directly through Brill and up to the gates of Lordaeron City. The Night Elves have endured massive loss of life, as the civilian population taking shelter from the Horde's attack burned when Teldrassil was set aflame.
In the Terror of Darkshore cinematic, which plays after the quests that introduce the Darkshore warfront but feel like they ought to take place either well after or in some kind of alternate continuity, we get to see the Night Elves actually striking fear into the hearts of the Horde for a change. A Horde convoy is torn apart in moments by a furious Malfurion - bonus points to Mal for the Orc who is swallowed by the earth as grasping roots choke the life out of him.
The Horde has had some opportunities to turn to the Alliance and say "now who are the real bad guys here?" even if the answer is usually someone else. But it's very rare for the Alliance to actually come off not as self-righteous but truly scary in a monstrous way. Since Cataclysm came out eight years ago, I've always felt the Worgen were underserved because we never really got to see that side of them. Having played an Undead character starting in Vanilla, I can tell you that the Worgen felt like a huge threat in the early levels, but Blizzard's emphasis on Gilneas as a fundamentally human kingdom, even if some of those humans were afflicted with the curse, always undercut it.
The other thing that undercut the monstrousness of the Worgen was the presence of the Forsaken, who always seem to be able to go lower and more cruel.
And that, unfortunately, is also in effect in Darkshore.
Because ultimately, what the Night Elf "change" amounts to so far is simply that they are willing to fight back. Tossing Orc heads into a Moonwell is creepy, sure, but it's not as if they weren't willing to kill Orcs before, and given what they went through, it doesn't seem like that much of a violation of norms in Azeroth.
Because what we see on the other side of things is that the Forsaken are raising Night Elves to serve as Dark Rangers (or Dark Wardens.) There's a continuity issue here given that a big part of the plot in Silverpine was that the Val'kyr could only raise humans - giving the remaining humans in the area the incentive to willingly become Worgen and encouraging the 7th Legion to send only non-human troops to assist the Gilneans. The notion that the Val'kyr can, in fact, raise Night Elves contradicts this - but hey, it's 8-year-old lore and sometimes you need to change things to make it more dramatic.
The problem, though, is that we are once again faced with the problem we had then - the Forsaken, sort of by definition, are supposed to have free will. Yet we see both Sira Moonwarden and Delaryn Summermoon immediately declare their allegiance to the Forsaken upon their raising - Sira mere moments after she died fighting the Horde.
It could be an interesting plot point to show that Sylvanas has been lying about giving her people free will, but this has been a plot problem for so long that it seems as if it's just something Blizzard doesn't really feel like addressing.
And to me that feels particularly galling as someone who really likes playing Forsaken characters. The Scourge faded to the background long ago, but the Forsaken felt like they were meant to exist as a contrast against the Scourge. When you played through Tirisfal Glades prior to Cataclysm, you more or less began in a dizzied haze, suddenly aware of your undead nature, with the Scourge on one side and the Scarlet Crusade on the other, both trying to murder you. The Forsaken were the normal people who just happened to have been cursed with undeath, and you banded together to preserve your freedom.
The Will of the Forsaken racial ability, for example, suggested that the Forsaken valued that free will above all else, and were better than most at resisting mental manipulation because they had suffered so long under the very worst kind of domination.
The Alliance has plenty of potential to go dark with its populations. The Worgen are literal monsters. The Night Elves can be remorseless feral guerillas. The Dark Iron Dwarves can be chaotic madmen. The Void Elves can literally erase you from existence. Even the Lightforged Draenei, seemingly empowered by one of the "good" primal forces, seem poised to be zealous inquisitor-types with a "kill them all and let the Light sort them out" philosophy.
But if: A: we don't see a more sympathetic side to the Forsaken and B: we don't see the Alliance unleashing their worst violence upon the more sympathetic Horde races, like the Tauren, Trolls, or Blood Elves, it's always going to feel as if the moral authority within the conflict belongs only to one side.
Monday, December 10, 2018
Building My Eldritch Knight Fighter
While my tastes have always gone in various directions when it comes to RPG classes, the Ur-Class that I've always wanted to play was a Battlemage - a heavily-armored fighter wielding arcane magic channeled through a massive war hammer.
I don't know where I got this image, but before I played many (Western) RPGs I always thought of it as a classic trope up there with the Paladin. Yet I searched through game after game and never quite got the right feel. You could manage it in Elder Scrolls decently, given that you're able to basically design your own classes in those, but it wasn't quite the same.
Then I found the Eldritch Knight, and my eyes lit up - I'd finally found it after all these years.
One of my friends is planning on running a 1-shot with the main purpose of forcing another friend's wife (the second friend and the wife, who is also my friend, are my roommates) to finally play D&D with us.
As my group's DM, I rarely get a chance to play a character myself. I did get a chance earlier this year to play my most-wanted character, the Great Old One Warlock (Neutral Good! Insane Good?) which was really fun if limited at levels 1 and 2 (though holy crap did it pick up at level 2, getting eldritch invocations and a second spell slot.) However, for this 1-shot we're starting at level 3, and that means I get to play an Eldritch Knight Fighter - aka my long-sought Battlemage.
Fighters are a class I feel is pretty acceptable to meta-game as (obviously you can do so with any class if you want - you can still RP with a character optimized for combat.) While I love RP-enhancing spells like Prestidigitation, I feel like there's a special license for an Eldritch Knight to really focus on combat spells, and that's what I've done.
I picked a Blue Dragonborn as the race - mainly for aesthetics. I like lightning as an elemental damage type and a dragon-person feels like a good choice for someone both strong an magical. I realize that a Githyanki would probably be the ideal choice for total min-maxing, what with their extra spells and boosts to Strength and Intelligence, but even if the Dragonborn's charisma is going to waste a bit, I think it's a good choice (and a bit of CHA can make the roleplay more fun.)
While you can play a Dex-based EK, my fantasy is much more the arcane juggernaut, so I'm going with a primarily STR-based build (also, Dragonborn.)
For Fighting Style I'm going simple with Defensive. I had initially wanted to play a Warforged EK (and might some day) where the armor bonus would not have worked with their integrated armor, but as a Dragonborn I'm going to be wearing that gear, and focusing on this will allow me to choose between sword-and-board (or rather hammer-and-board, as I always tend to like blunt weapons) or two-handed weapons depending on how I feel, while also reinforcing the tankiness of the character (with a shield, he's at 19 AC in just Chain mail, and up to 21 with plate.)
Of course where an EK really gets to customize is spell selection.
I'm focusing on damage with Cantrips.
Toll the Dead (no magic school restriction on cantrip selection) will be my main ranged damager - I've considered switching this for something with more utility, though. I might consider swapping it for Ray of Frost to slow targets or Frostbite to impose disadvantage on their attacks.
Booming Blade has EK written all over it. It includes within it a full weapon attack, and then punishes people for running away from me (not to mention opportunity attacks.) The best part is that it adds Thunder damage to my attacks at level 5 and the other cantrip improvement levels, so I can forgo my Extra Attack and still get in for somewhat comparable damage (no STR modifier to that Thunder damage, of course, so it'll be a judgment call.) Certainly at level 3 and 4 there's really no downside to using it instead of an ordinary attack. One benefit (and you'll notice this is a theme) is that the chance to hit on this is all based on Strength instead of Intelligence, so the fact that I only have a +2 to Intelligence won't hurt me as bad (granted by Strength is only +3, but hey, we're only level 3.) Plus, at level 7 EKs get to make a melee attack as a bonus action after casting a cantrip, so it's a pretty serious potential damage output.
At level 3 I get three spells known and two 1st level spell slots.
I'm going primarily defensive with these. Generally EKs can only get Evocation and Abjuration spells, but you get one from any school every couple levels.
That being said, the three I chose were from those schools anyway. I wonder if perhaps I should drop one and pick up an "extracurricular" spell just to not waste the chance, but the three I found all seem pretty cool.
Shield is the first pick, allowing me to add 5 AC to myself or entirely negate a Magic Missle spell as a reaction. Pretty standard defensive spell in case someone rolls a big hit against me.
Next is Absorb Elements, which is a little flashier and also gets me a bit of damage out of it as well. Also as a reaction, I gain resistance to either acid, fire, cold, lighting, or thunder damage, and then on my next turn, I get to add a d6 of that damage to my next melee attack (and an additional d6 for each spell level above 1.) This seems like a really good clutch spell when dealing with a big burst of magic damage, which is something a low-DEX Fighter will probably appreciate. This might actually be more useful than Shield for someone wearing such heavy armor.
Finally, there's the one I really feel completes the image: Earth Tremor.
Earth Tremor causes the earth to erupt in a 10-foot radius around me (I'm safe from it,) requiring a DEX save from anyone in that radius or take 1d6 bludgeoning damage (gaining 1d6 for each spell level above 1) and then causing the ground that was hit to become difficult terrain. It's not without its downsides - successful saves mean no damage and I've also got to deal with that terrain. But as a 1st level spell with the potential for AoE damage and as a decent amount of crowd control (making it harder for bad guys to get to my squishy party members) it seems like a good fit for the class.
I particularly like the image of the somatic component of the spell being the fighter slamming his hammer into the ground and a seismic wave bursting out from the impact.
Anyway, I think this is all doing a pretty good job of fulfilling the battlemage fantasy. One thing I'll have to get used to after playing a Warlock is the fact that spell slots don't come back until after a long rest. This means that I'll probably save those slots for big moments - using an Earth Tremor if I get a tight group of bad guys, or saving Absorb Elements in case we face a caster.
There are, of course, a couple fun things you get that aren't based on spell casting. Fighters of course have their class features like Second Wind and Action Surge (I don't think you can cast two spells in one turn, but you can do a full spell and your attack action, or a spell and a cantrip.) Additionally you get Weapon Bond, which allows you to, as a bonus action, summon one of your two bonded weapons (the bonding process takes an hour) as long as they're on the same plane of existence.
I feel like there's actually a ton of RP potential with this ability. Your EK could be remarkably careless about where they leave their weapon, perhaps even not bothering to sheath it and just dropping it after a fight, confident that they can summon it back to them at any time. Likewise, you could easily go into areas where you aren't permitted to carry weapons and still be confident you can summon one to defend yourself if trouble comes for you. I'd love to somehow see a scenario where some bad guy has taken your weapon and is going to attack you with it but you summon it right out of their hands and into yours.
Practically this is also a great option for thrown weapons. Often thrown weapons should be treated as expendable, but with this ability you can simply throw a weapon and immediately have it back in your hand.
For logistical reasons I don't think this game is happening until January at least, but I am very excited to play this character.
Thursday, December 6, 2018
What is Guildmaster's Guide to Ravnica Missing?
I read a brief but scathing review of the Guildmaster's Guide to Ravnica by Web DM's Jim Davis, which took me a little aback. I've really enjoyed the book, and his very low score for it contrasts greatly with what I think of as one of my favorite supplements they've made.
That being said, I do suppose that I can understand some of the criticisms.
I, of course, was a Magic player long before I was a D&D player. I played during the original Ravnica: City of Guilds block, and so Ravnica hits a big nostalgia button for me. If your childhood (or teenage/early 20s) years were defined by places like Eberron or Ravenloft, I suppose I do wonder what you would make of Ravnica.
Despite the rich look and feel to the various guilds, their existence is purely the expression of a Magic the Gathering mechanic - the guilds each represent one of the ten potential two-color pairs in a five-color magical system. The creative team nailed the intersection of each of these pairs so elegantly that the Guilds took on their own iconic status - as if Magic were now a game being played with ten colors instead of five.
The Guldmaster's Guide takes a special effort not to mention the colors of magic. To a large extent, I see the wisdom in that. The Boros Legion and Cult of Rakdos are both Red guilds, but you would be hard-pressed to see two more distinct guilds. Would introducing the concept of color - either as a purely aesthetic thing or perhaps an alternative to alignment (as I've suggested in the past) have helped people get more into the setting, or would it have been a distraction?
The book spends most of its pages discussing the various guilds. Each greater chapter is generally divided into sub-chapters for each guild - one talks membership, rank, and background benefits. One is a series of maps with suggestions for adventure and campaign plots revolving around each guild. The Bestiary and NPC list are also somewhat divided between guilds.
Clearly the Guilds are the defining feature of Ravnica as a setting. But the review does point out a few things that might be better clarified.
One is technology - the presence of the Izzet League suggests that Ravnica is in a bit of anachronism stew when it comes to technology levels. You still have people fighting with swords and axes, but there are also elevators, flamethrowers, espresso machines, and artificial lighting.
Another is the day-to-day life of the average citizen - half of Ravnica is guildless, but there's not a ton about what it's like to live a guildless existence in the city.
One thing I would agree to be fairly notable in its absence is history. The guide tells you a lot about how things are now, but there are some massive time-gaps. The "present day," which takes place in the era between the Return to Ravnica block and the current Guilds of Ravnica block, is one in which Jace Beleren is the Living Guildpact, but we don't see a ton about the events of the Decamillenial (the plot of the first block) nor the vast 10,000 year history when the Guildpact was doing its job.
We don't get much about the pre-Pact Ravnica either. Just as in the card game, we know almost nothing about the Nephilim.
Now, I'm a big homebrewer when it comes to lore. My campaign has been set within my own original setting and I generally think of that as the way to do D&D (Critical Role, for example, is all in Matt Mercer's homebrew setting of Exandria - though now that there's a Tal'dorei campaign guide published does it still count as homebrew?) So in my case, I don't mind the missing history as I figure it's an invitation to fill in the details that you want to.
One thing I think the book pushes is a kind of episodic storytelling structure. Gaining renown seems to work best using discrete missions with a "renown point" as a big reward, and might also encourage you to rotate plots between the different guilds your party belongs to. Fitting this system into a larger, serialized campaign story is going to require the DM to be a little clever about it - how big of a step along the way counts as a mission, for example.
Again, I don't know quite how a total Ravnica neophyte would react to the book. I've shown it to some of my D&D group and they find it interesting to be sure, but I don't know how ready they are to run a campaign set there.
Right now my D&D group is on a bit of a hiatus, and I don't want to totally drop our long-running campaign to just do Ravnica, but I'm hoping for a chance to a short-term campaign as a little side-story at some point, probably after the next major adventure (which could take up to a year to play through...)
There will definitely be some things I'm going to steal from the book, though. In my setting there's a faction very similar to House Dimir that will likely have two NPCs using Lazav's stats and a group probably using the Obzedat Ghost stats. Also, with a major industrial revolution going on in my world, there's a lot of potential for Izzet elements.
But I do think that, given that the book couldn't be twice as long, we got the most important parts in order to run a campaign set in Ravnica. I don't know if we'll get more supplements to help flesh it out later on or if they're really thinking of it as a one-off crossover.
That being said, I do suppose that I can understand some of the criticisms.
I, of course, was a Magic player long before I was a D&D player. I played during the original Ravnica: City of Guilds block, and so Ravnica hits a big nostalgia button for me. If your childhood (or teenage/early 20s) years were defined by places like Eberron or Ravenloft, I suppose I do wonder what you would make of Ravnica.
Despite the rich look and feel to the various guilds, their existence is purely the expression of a Magic the Gathering mechanic - the guilds each represent one of the ten potential two-color pairs in a five-color magical system. The creative team nailed the intersection of each of these pairs so elegantly that the Guilds took on their own iconic status - as if Magic were now a game being played with ten colors instead of five.
The Guldmaster's Guide takes a special effort not to mention the colors of magic. To a large extent, I see the wisdom in that. The Boros Legion and Cult of Rakdos are both Red guilds, but you would be hard-pressed to see two more distinct guilds. Would introducing the concept of color - either as a purely aesthetic thing or perhaps an alternative to alignment (as I've suggested in the past) have helped people get more into the setting, or would it have been a distraction?
The book spends most of its pages discussing the various guilds. Each greater chapter is generally divided into sub-chapters for each guild - one talks membership, rank, and background benefits. One is a series of maps with suggestions for adventure and campaign plots revolving around each guild. The Bestiary and NPC list are also somewhat divided between guilds.
Clearly the Guilds are the defining feature of Ravnica as a setting. But the review does point out a few things that might be better clarified.
One is technology - the presence of the Izzet League suggests that Ravnica is in a bit of anachronism stew when it comes to technology levels. You still have people fighting with swords and axes, but there are also elevators, flamethrowers, espresso machines, and artificial lighting.
Another is the day-to-day life of the average citizen - half of Ravnica is guildless, but there's not a ton about what it's like to live a guildless existence in the city.
One thing I would agree to be fairly notable in its absence is history. The guide tells you a lot about how things are now, but there are some massive time-gaps. The "present day," which takes place in the era between the Return to Ravnica block and the current Guilds of Ravnica block, is one in which Jace Beleren is the Living Guildpact, but we don't see a ton about the events of the Decamillenial (the plot of the first block) nor the vast 10,000 year history when the Guildpact was doing its job.
We don't get much about the pre-Pact Ravnica either. Just as in the card game, we know almost nothing about the Nephilim.
Now, I'm a big homebrewer when it comes to lore. My campaign has been set within my own original setting and I generally think of that as the way to do D&D (Critical Role, for example, is all in Matt Mercer's homebrew setting of Exandria - though now that there's a Tal'dorei campaign guide published does it still count as homebrew?) So in my case, I don't mind the missing history as I figure it's an invitation to fill in the details that you want to.
One thing I think the book pushes is a kind of episodic storytelling structure. Gaining renown seems to work best using discrete missions with a "renown point" as a big reward, and might also encourage you to rotate plots between the different guilds your party belongs to. Fitting this system into a larger, serialized campaign story is going to require the DM to be a little clever about it - how big of a step along the way counts as a mission, for example.
Again, I don't know quite how a total Ravnica neophyte would react to the book. I've shown it to some of my D&D group and they find it interesting to be sure, but I don't know how ready they are to run a campaign set there.
Right now my D&D group is on a bit of a hiatus, and I don't want to totally drop our long-running campaign to just do Ravnica, but I'm hoping for a chance to a short-term campaign as a little side-story at some point, probably after the next major adventure (which could take up to a year to play through...)
There will definitely be some things I'm going to steal from the book, though. In my setting there's a faction very similar to House Dimir that will likely have two NPCs using Lazav's stats and a group probably using the Obzedat Ghost stats. Also, with a major industrial revolution going on in my world, there's a lot of potential for Izzet elements.
But I do think that, given that the book couldn't be twice as long, we got the most important parts in order to run a campaign set in Ravnica. I don't know if we'll get more supplements to help flesh it out later on or if they're really thinking of it as a one-off crossover.
Tuesday, December 4, 2018
Innistrad, Ravnica, and D&D
Ravnica is Magic's most popular plane, and so it makes perfect sense that if they wanted to do a D&D/MtG crossover, they'd set it there.
I have heard grumblings about the fact that it got a full print book while Eberron, an established and original-to-D&D setting got a mere PDF. Magic is a more popular and lucrative game than D&D for Wizards of the Coast, and there was a sense that this felt like a sell-out move to try to drag Magic players into D&D.
But as someone who played Magic first, I've got to say that Ravnica is so rich with potential, and Magic as a game is not nearly as effective a means of storytelling than D&D is, so I've been overjoyed at the prospect of playing a campaign in that world (most likely would DM, but if I play a game set there I'm thinking a Dimir Half Elf Shadow Sorcerer embedded in the Izzet League so I get their cool toys - my backstory shoehorns in Lim-Dûl from Ice Age because I am supes Old School.)
Anyway, I sadly missed both Innistrad and Shadows Over Innistrad blocks (at some point I need to seriously think about putting Boot Camp together or some PC emulator so I can either get my MTGO account back online or try out Arena,) but I followed them (at least the former) when they were coming out and I've got to say I really love the world.
I doubt we're going to see any other major MTG/D&D crossovers - I'd be happy to get a Ravnica-set adventure, but I think people are going to revolt if we don't get some D&D-original stuff soon - but I've been thinking that if I were going to do another Magic-set campaign, Innistrad would be a good option.
Granted, Ravenloft tends to handle the Gothic Horror aspects of D&D, but Ravenloft isn't really a functional world as much as it is a kind of nightmare realm within the (or maybe connected to?) the Shadowfell. Innistrad, terror-plane that it is, is still kind of a functional world with a full history and potential for change.
If you're not familiar, Innistrad is a world in which humanity is at the bottom of the food chain. There aren't really any other standard fantasy races - no elves, dwarves, or goblins. The only non-human aid that the humans have are angels.
The irony is that the primary angel, Avacyn, who is the object of worship amongst humanity, was actually created by a vampire planeswalker named Sorin Markov. Markov worried that the world would collapse if humanity were killed off by the many monstrous threats that plagued Innistrad, and created Avacyn to be their champion.
But prior to the first Innistrad block, Avacyn was forced to seal herself away in order to banish Innistrad's demons to the Helvault, made from a shard of the world's moon.
In Magic terms, there were basically five two-color tribes using allied colors. White and Green were humans, Green and Red were Werewolves, Red and Black were Vampires, Black and Blue were "Skabs," in other words Frankenstein-style zombies, and Blue and White were Spirits.
The idea was basically that each of the non-human tribes preyed on the humans (though some spirits were benevolent.)
Now, there is a Plane Shift supplement for Innistrad. And it's a very good place to start if you want to run a game there. The supplement actually gives you instructions for how to transform the Curse of Strahd adventure book into one set in Innistrad, which is quite awesome. There are also notes on using the plot of the second Innistrad block, Shadows over Innistrad/Eldritch Moon, which pulled a Bloodborne (and came out around the same time) by starting with Gothic Horror and then going 100% Lovecraft.
But if we're talking vanilla Innistrad here, I do think there's an interesting option to explore:
The supplement makes the assumption that the players are all humans. But what if they're the monsters?
Certainly some tribes would be easier to convert to playable races than others. I think Werewolves and Vampires could be made essentially playable races without too much trouble - indeed both Zendikar and Ixalan Plane Shift articles have stats for Vampires (though I think the Ixalan is more broadly applicable - and one I'd include in my Ravnica game.) Spirits and Skabs might be a little tougher, but not unthinkable (human necromancers controlling Skabs could also work for that tribe.)
You'd also have to figure out what exactly you're trying to do in the campaign. Is it just an attempt to kill humans? You could run it as an evil campaign. It might also be interesting if you're trying to follow Sorin Markov's example and keep the balance. Indeed, if you did want to bring Emrakul's Lovecraftian corruption to the world, it'd be a nice time for the monsters of Innistrad to stand up and defend their world.
Ravenloft is a setting that is built very well for shorter campaigns, so I'd use the persistence and breadth of Innistrad as an excuse to delve deeper and have a longer-developing plot.
That being said, you could just as easily have a very quick adventure in which you're just in the middle of Thraben when a zombie horde attacks, and you need to get out of town or find shelter until the dawn.
I have heard grumblings about the fact that it got a full print book while Eberron, an established and original-to-D&D setting got a mere PDF. Magic is a more popular and lucrative game than D&D for Wizards of the Coast, and there was a sense that this felt like a sell-out move to try to drag Magic players into D&D.
But as someone who played Magic first, I've got to say that Ravnica is so rich with potential, and Magic as a game is not nearly as effective a means of storytelling than D&D is, so I've been overjoyed at the prospect of playing a campaign in that world (most likely would DM, but if I play a game set there I'm thinking a Dimir Half Elf Shadow Sorcerer embedded in the Izzet League so I get their cool toys - my backstory shoehorns in Lim-Dûl from Ice Age because I am supes Old School.)
Anyway, I sadly missed both Innistrad and Shadows Over Innistrad blocks (at some point I need to seriously think about putting Boot Camp together or some PC emulator so I can either get my MTGO account back online or try out Arena,) but I followed them (at least the former) when they were coming out and I've got to say I really love the world.
I doubt we're going to see any other major MTG/D&D crossovers - I'd be happy to get a Ravnica-set adventure, but I think people are going to revolt if we don't get some D&D-original stuff soon - but I've been thinking that if I were going to do another Magic-set campaign, Innistrad would be a good option.
Granted, Ravenloft tends to handle the Gothic Horror aspects of D&D, but Ravenloft isn't really a functional world as much as it is a kind of nightmare realm within the (or maybe connected to?) the Shadowfell. Innistrad, terror-plane that it is, is still kind of a functional world with a full history and potential for change.
If you're not familiar, Innistrad is a world in which humanity is at the bottom of the food chain. There aren't really any other standard fantasy races - no elves, dwarves, or goblins. The only non-human aid that the humans have are angels.
The irony is that the primary angel, Avacyn, who is the object of worship amongst humanity, was actually created by a vampire planeswalker named Sorin Markov. Markov worried that the world would collapse if humanity were killed off by the many monstrous threats that plagued Innistrad, and created Avacyn to be their champion.
But prior to the first Innistrad block, Avacyn was forced to seal herself away in order to banish Innistrad's demons to the Helvault, made from a shard of the world's moon.
In Magic terms, there were basically five two-color tribes using allied colors. White and Green were humans, Green and Red were Werewolves, Red and Black were Vampires, Black and Blue were "Skabs," in other words Frankenstein-style zombies, and Blue and White were Spirits.
The idea was basically that each of the non-human tribes preyed on the humans (though some spirits were benevolent.)
Now, there is a Plane Shift supplement for Innistrad. And it's a very good place to start if you want to run a game there. The supplement actually gives you instructions for how to transform the Curse of Strahd adventure book into one set in Innistrad, which is quite awesome. There are also notes on using the plot of the second Innistrad block, Shadows over Innistrad/Eldritch Moon, which pulled a Bloodborne (and came out around the same time) by starting with Gothic Horror and then going 100% Lovecraft.
But if we're talking vanilla Innistrad here, I do think there's an interesting option to explore:
The supplement makes the assumption that the players are all humans. But what if they're the monsters?
Certainly some tribes would be easier to convert to playable races than others. I think Werewolves and Vampires could be made essentially playable races without too much trouble - indeed both Zendikar and Ixalan Plane Shift articles have stats for Vampires (though I think the Ixalan is more broadly applicable - and one I'd include in my Ravnica game.) Spirits and Skabs might be a little tougher, but not unthinkable (human necromancers controlling Skabs could also work for that tribe.)
You'd also have to figure out what exactly you're trying to do in the campaign. Is it just an attempt to kill humans? You could run it as an evil campaign. It might also be interesting if you're trying to follow Sorin Markov's example and keep the balance. Indeed, if you did want to bring Emrakul's Lovecraftian corruption to the world, it'd be a nice time for the monsters of Innistrad to stand up and defend their world.
Ravenloft is a setting that is built very well for shorter campaigns, so I'd use the persistence and breadth of Innistrad as an excuse to delve deeper and have a longer-developing plot.
That being said, you could just as easily have a very quick adventure in which you're just in the middle of Thraben when a zombie horde attacks, and you need to get out of town or find shelter until the dawn.
Monday, December 3, 2018
The Mag'har and the Light
Well, it took me a lot longer than the Dark Irons, but I finally got the Mag'har Orcs unlocked and created a Blackrock-looking Monk.
I'll confess that I've never been terribly into the Orcs, and the Mag'har were thus maybe my least anticipated allied race. That being said, their inclusion has been a long time coming - I'd say that Dark Irons, Mag'har, and High Elves have all been requested for ages, and hey, two out of three ain't bad! (For the record, I personally find the Void Elves a lot more interesting than High Elves would have been, but I do understand how some people really wish they'd gotten High Elves for the Alliance instead.)
Still, what the Mag'har bring with them in addition to cool new looks for Orcs is an intriguing epilogue to Warlords of Draenor that raises some interesting questions.
After securing the ability to return to Draenor B, we find that its timeline has caught up with ours - the Mag'har there only vaguely recall us as having been there decades ago, when we helped expel the Legion from the world.
But the Orcs we find are paranoid about the Draenei and the "Lightbound."
The timeline appears as follows: the Orcs and Draenei united against the Legion and drove them out, and there was peace and friendship between the two peoples. But the Naaru seemed to want the Draenei to use this time to convert the Orcs to worship of the Light. Notably, there's mention of a "Lightmother" who comes to Yrel and charges her with this task - someone I suspect is actually Xe'ra.
Yrel, now High Exarch, pushes the Orcs to convert, and wins a fair number of them, including Grommash's son.
The Draenei are so focused on converting the Orcs that those who don't become their enemies. So we actually find the Mag'har in the midst of a religious war - one that the Draenei are definitely winning.
It's pretty tragic to see Yrel become a villain, though it's clear she thinks she is doing what is right.
What's particularly interesting is that it appears that Draenor is dying - there seems to be a drought that is heating and drying the planet. The Draenei believe this to be due to the Orcs' practices, while the Mag'har believe it is essentially caused by an excess of the Light.
While Xe'ra's actions toward Illidan gave us a real moment of doubt about the Light, we've never seen in portrayed so unambiguously corruptive as in this case. But on the other hand, we're only seeing it from the Mag'har perspective.
I see this conflict as one between Lawful Good and Chaotic Good. But it appears that the Orcs of Draenor B are ultimately going to lose.
What happens to that world? Does the Light kill it? What of Yrel and Grommash's Lightbound son?
We're ultimately left with some real mysteries. It remains to be seen what role the Mag'har will play in the Horde's destiny.
One thing of note is that the leader of the Mag'har, Overlord Geya'rah, is almost certainly Thrall's alt-Draenor doppelganger (guess an X-chromosome got there instead of a Y.) She has his blue eyes and, you know, is the daughter of Durotan and Draka. Does that make her his sister, in a way? I'd be curious to see these two interact.
I'll confess that I've never been terribly into the Orcs, and the Mag'har were thus maybe my least anticipated allied race. That being said, their inclusion has been a long time coming - I'd say that Dark Irons, Mag'har, and High Elves have all been requested for ages, and hey, two out of three ain't bad! (For the record, I personally find the Void Elves a lot more interesting than High Elves would have been, but I do understand how some people really wish they'd gotten High Elves for the Alliance instead.)
Still, what the Mag'har bring with them in addition to cool new looks for Orcs is an intriguing epilogue to Warlords of Draenor that raises some interesting questions.
After securing the ability to return to Draenor B, we find that its timeline has caught up with ours - the Mag'har there only vaguely recall us as having been there decades ago, when we helped expel the Legion from the world.
But the Orcs we find are paranoid about the Draenei and the "Lightbound."
The timeline appears as follows: the Orcs and Draenei united against the Legion and drove them out, and there was peace and friendship between the two peoples. But the Naaru seemed to want the Draenei to use this time to convert the Orcs to worship of the Light. Notably, there's mention of a "Lightmother" who comes to Yrel and charges her with this task - someone I suspect is actually Xe'ra.
Yrel, now High Exarch, pushes the Orcs to convert, and wins a fair number of them, including Grommash's son.
The Draenei are so focused on converting the Orcs that those who don't become their enemies. So we actually find the Mag'har in the midst of a religious war - one that the Draenei are definitely winning.
It's pretty tragic to see Yrel become a villain, though it's clear she thinks she is doing what is right.
What's particularly interesting is that it appears that Draenor is dying - there seems to be a drought that is heating and drying the planet. The Draenei believe this to be due to the Orcs' practices, while the Mag'har believe it is essentially caused by an excess of the Light.
While Xe'ra's actions toward Illidan gave us a real moment of doubt about the Light, we've never seen in portrayed so unambiguously corruptive as in this case. But on the other hand, we're only seeing it from the Mag'har perspective.
I see this conflict as one between Lawful Good and Chaotic Good. But it appears that the Orcs of Draenor B are ultimately going to lose.
What happens to that world? Does the Light kill it? What of Yrel and Grommash's Lightbound son?
We're ultimately left with some real mysteries. It remains to be seen what role the Mag'har will play in the Horde's destiny.
One thing of note is that the leader of the Mag'har, Overlord Geya'rah, is almost certainly Thrall's alt-Draenor doppelganger (guess an X-chromosome got there instead of a Y.) She has his blue eyes and, you know, is the daughter of Durotan and Draka. Does that make her his sister, in a way? I'd be curious to see these two interact.
Saturday, December 1, 2018
The Curious Case of Humanity in Magic the Gathering
Quick: name the most common fantasy race in the genre.
Did you say Elves? Dwarves? Orcs? Goblins?
Wrong. It's the one so obvious that you don't even think about it: Humans.
Yes, given that most authors are humans, it makes sense that if we want a relatable character, we tend to imagine a human first. Indeed, it's even somewhat less common to tell fantasy stories from the perspective of non-human characters.
One could argue that the quintessential, genre-defining fantasy work, Lord of the Rings, does this, and I think that's a valid argument. But in Tolkien's mythos, the Hobbits who serve as protagonists to his grand tales (I'd argue Sam is closer to the real protagonist of LOTR than Frodo, but it applies in either case) are actually just an off-shoot of humanity - sharing common ancestors while Elves and Dwarves were created separately.
But Humans are everywhere. In RPGs and other fantasy games, humans usually don't have a lot of big strengths or weaknesses - their diversity and adaptability tend to be emphasized in more recent works (Mass Effect, while Sci-Fi, fits these tropes quite well.)
In Magic the Gathering, humans are probably the most common creature type. But it was not always this way.
A lot of things changed when I was in my senior year of High School. This was when Magic ditched their old card frames to use the new, sleeker ones that have since become just what Magic cards look like. The change came with Eighth Edition, which came out on Magic's tenth anniversary. If you're a more recent player, you probably know the old frames as these weird relics of an earlier era, but I'll tell you that for those of us who had been playing Magic those past ten (or nine in my case) years, this was mind-blowingly weird. The sleek contours and smooth text boxes felt weirdly sci-fi compared to the old stuff we had - like how Black cards used to have what looked like aged parchment for text boxes or Green had what looked like a plank of wood.
But the other strange thing was that all of a sudden, there were humans.
Now, humans have been around since Magic began, obviously, but they were always defined by their "class" creature type. Soldiers, Clerics, Knights, Wizards, Druids, Shamans, and the like were all just assumed to be human unless they were combined with a race like Elf. If you had any cards that let you determine creature types, you'd pick one of those rather than human.
But the designers felt, in retrospect, that that was weird. Humans are just as much a unified species as elves or goblins, so why not allow that?
In the next expansion block, Mirrodin, they leaned into this - even on a plane where everyone was partially metal, and thus much less conventionally human (or goblin, or elf.) Each color had a type of human - the Auriok for White, Sylvok for Green, Vulshok for Red, Moriok for Black, and Neurok for Blue.
It took them ten years, but they added humans to the game. They then had to start issuing errata on ten years' worth of cards to give them new creature types. This would happen again in the very next block when Kamigawa turned "Legendary" into a supertype (which had sort of already existed thanks to Legendary Lands, introduced in Legends along with Legendary creatures) as well as adding the keyword Defender to divorce creature type from any implicit rules (previously, Walls had been the only creatures with an implied Defender keyword. We got our first sentient, humanoid defenders in Kamigawa.)
What's interesting about this change is that it actually allowed them to do some interesting new things, flavor-wise.
Lorwyn and Shadowmoor, an unconventional four-set block (or twinned two-set block if you prefer) were twin worlds that, famously, did not have any humans in them.
Later, Innistrad, one of Magic's most popular settings and sets (and one I wish I had been playing during - I'd love to play a Werewolf deck) would go the opposite direction - a plane without other humanoid races, per se, but one in which humans were constantly threatened on all sides by Vampires, Werewolves, Spirits, and Zombies.
It's always an interesting question to ask in fantasy - one of the most popular tropes of the genre is the idea of other races that are not human, yet are similar enough to be relatable. But it is funny to me that when throwing together all of these fantastical beings, it's easy to forget that we're putting ourselves into the mix.
Did you say Elves? Dwarves? Orcs? Goblins?
Wrong. It's the one so obvious that you don't even think about it: Humans.
Yes, given that most authors are humans, it makes sense that if we want a relatable character, we tend to imagine a human first. Indeed, it's even somewhat less common to tell fantasy stories from the perspective of non-human characters.
One could argue that the quintessential, genre-defining fantasy work, Lord of the Rings, does this, and I think that's a valid argument. But in Tolkien's mythos, the Hobbits who serve as protagonists to his grand tales (I'd argue Sam is closer to the real protagonist of LOTR than Frodo, but it applies in either case) are actually just an off-shoot of humanity - sharing common ancestors while Elves and Dwarves were created separately.
But Humans are everywhere. In RPGs and other fantasy games, humans usually don't have a lot of big strengths or weaknesses - their diversity and adaptability tend to be emphasized in more recent works (Mass Effect, while Sci-Fi, fits these tropes quite well.)
In Magic the Gathering, humans are probably the most common creature type. But it was not always this way.
A lot of things changed when I was in my senior year of High School. This was when Magic ditched their old card frames to use the new, sleeker ones that have since become just what Magic cards look like. The change came with Eighth Edition, which came out on Magic's tenth anniversary. If you're a more recent player, you probably know the old frames as these weird relics of an earlier era, but I'll tell you that for those of us who had been playing Magic those past ten (or nine in my case) years, this was mind-blowingly weird. The sleek contours and smooth text boxes felt weirdly sci-fi compared to the old stuff we had - like how Black cards used to have what looked like aged parchment for text boxes or Green had what looked like a plank of wood.
But the other strange thing was that all of a sudden, there were humans.
Now, humans have been around since Magic began, obviously, but they were always defined by their "class" creature type. Soldiers, Clerics, Knights, Wizards, Druids, Shamans, and the like were all just assumed to be human unless they were combined with a race like Elf. If you had any cards that let you determine creature types, you'd pick one of those rather than human.
But the designers felt, in retrospect, that that was weird. Humans are just as much a unified species as elves or goblins, so why not allow that?
In the next expansion block, Mirrodin, they leaned into this - even on a plane where everyone was partially metal, and thus much less conventionally human (or goblin, or elf.) Each color had a type of human - the Auriok for White, Sylvok for Green, Vulshok for Red, Moriok for Black, and Neurok for Blue.
It took them ten years, but they added humans to the game. They then had to start issuing errata on ten years' worth of cards to give them new creature types. This would happen again in the very next block when Kamigawa turned "Legendary" into a supertype (which had sort of already existed thanks to Legendary Lands, introduced in Legends along with Legendary creatures) as well as adding the keyword Defender to divorce creature type from any implicit rules (previously, Walls had been the only creatures with an implied Defender keyword. We got our first sentient, humanoid defenders in Kamigawa.)
What's interesting about this change is that it actually allowed them to do some interesting new things, flavor-wise.
Lorwyn and Shadowmoor, an unconventional four-set block (or twinned two-set block if you prefer) were twin worlds that, famously, did not have any humans in them.
Later, Innistrad, one of Magic's most popular settings and sets (and one I wish I had been playing during - I'd love to play a Werewolf deck) would go the opposite direction - a plane without other humanoid races, per se, but one in which humans were constantly threatened on all sides by Vampires, Werewolves, Spirits, and Zombies.
It's always an interesting question to ask in fantasy - one of the most popular tropes of the genre is the idea of other races that are not human, yet are similar enough to be relatable. But it is funny to me that when throwing together all of these fantastical beings, it's easy to forget that we're putting ourselves into the mix.
Friday, November 30, 2018
Renown and Ravnica Campaign Structure
I've only really run one D&D campaign, but it has been going for a few years, and I've learned a lot about the benefits and challenges of free-form sandboxes, linear adventures, and letting players improvise (though I'm of course still learning.)
What I find quite interesting about Ravnica, and specifically the Guildmaster's Guide to Ravnica, is the inherent structure it lends to a campaign.
Each guild functions as a faction in which a player can earn renown. You'll generally only earn renown in your own guild (unless you're Dimir, in which the guild you've infiltrated thinks you're one of them.) Doing quests and missions for your guild will earn you greater status within it - you'll start to be able to bring NPCs and allied monsters with you when doing things for your guild (and sometimes just whenever.)
You can, of course, run a campaign with all the party members being part of the same guild. What this means is that the party should probably rank-up in renown at the same rate, gaining many of the same benefits.
On one hand, the book structures gaining renown as a resource to gather. Each mission you complete for your guild nets you, essentially, a renown point, or sometimes two. Ranks get unlocked at certain rates of renown, with the very earliest benefits coming at three renown.
I think there's a good question to be asked as to just how much such a mission entails.
I tend to like longer, more complex and multi-stage adventures. Right now my party is in the middle of some more episodic adventures, but for example, the one that they are about to start has four combat encounters and a bit of environmental and social interaction to get there - I suspect that we'll take two to four sessions to get through it.
Actually, it's for a faction that is partially inspired by the Rakdos - a faction that I created to allow chaotic evil characters to serve as heroic and altruistic function on my world - but that's just a coincidence.
The thing is, if you were to have missions like the ones I design, and they only awarded one renown point - and that only going to the party member who is in that guild - it means that it would be nearly impossible to hit those higher ranks.
So rules as written for Ravnica are for either a single-guild party, or one that does almost exclusively very short-term episodes, or both. Getting four party members in different guilds to 50 renown (which is where the ranks cap out) would likely make hitting level 20 seem quick and easy.
So I would recommend accelerating tasks for the guilds as you go. There are tangible benefits even at the first rank (which generally requires 3 renown) that you might want to build to slowly, but I think you could start being more generous with renown as the campaign goes on. A mission or quest could be broken into smaller component parts that each reward a renown, or perhaps you could just give bigger chunks of it as the players did higher-level missions.
To be fair, I think hitting the highest levels of renown is meant to be something level 20 players could still work on. You don't want a bunch of level 5 characters to already have access to swarms of NPCs under their command.
While Ravnica is set up very nicely for short adventures and quests, and you could certainly run a very episodic campaign, I'm always a fan of the longer, serialized stories.
You could approach this a couple ways:
One is the Buffy approach - you take episodic stories that touch on or brush up against a larger plot. Yes, you might just be clearing some Izzet lab of renegade weirds, but you also happen to find that one of the dead researchers had a note about some argument between Ral Zarek and Niv-Mizzet, giving you further insight into some grand plot involving Nicol Bolas (look the names up if you have no idea what I'm talking about.)
Another is a more strictly serialized approach - every plot is directly connected, but they take you all over the city. If it's a plane-threatening bad guy your party is trying to stop, it might be that anything you do to stop the big bad (like Nicol Bolas, for example) is going to please your guild, regardless of whether it's in their typical wheelhouse. This would allow members of different guilds to earn renown on the same adventures, which gives you some of the best of both worlds.
Of course, if your big bad is a member (or guildmaster) of a guild, it might be easy to have plenty of adventures themed around the villainous guild, and any guild that opposes it (which is basically the other 9 in many cases) would reward renown for foiling their plans.
What I find quite interesting about Ravnica, and specifically the Guildmaster's Guide to Ravnica, is the inherent structure it lends to a campaign.
Each guild functions as a faction in which a player can earn renown. You'll generally only earn renown in your own guild (unless you're Dimir, in which the guild you've infiltrated thinks you're one of them.) Doing quests and missions for your guild will earn you greater status within it - you'll start to be able to bring NPCs and allied monsters with you when doing things for your guild (and sometimes just whenever.)
You can, of course, run a campaign with all the party members being part of the same guild. What this means is that the party should probably rank-up in renown at the same rate, gaining many of the same benefits.
On one hand, the book structures gaining renown as a resource to gather. Each mission you complete for your guild nets you, essentially, a renown point, or sometimes two. Ranks get unlocked at certain rates of renown, with the very earliest benefits coming at three renown.
I think there's a good question to be asked as to just how much such a mission entails.
I tend to like longer, more complex and multi-stage adventures. Right now my party is in the middle of some more episodic adventures, but for example, the one that they are about to start has four combat encounters and a bit of environmental and social interaction to get there - I suspect that we'll take two to four sessions to get through it.
Actually, it's for a faction that is partially inspired by the Rakdos - a faction that I created to allow chaotic evil characters to serve as heroic and altruistic function on my world - but that's just a coincidence.
The thing is, if you were to have missions like the ones I design, and they only awarded one renown point - and that only going to the party member who is in that guild - it means that it would be nearly impossible to hit those higher ranks.
So rules as written for Ravnica are for either a single-guild party, or one that does almost exclusively very short-term episodes, or both. Getting four party members in different guilds to 50 renown (which is where the ranks cap out) would likely make hitting level 20 seem quick and easy.
So I would recommend accelerating tasks for the guilds as you go. There are tangible benefits even at the first rank (which generally requires 3 renown) that you might want to build to slowly, but I think you could start being more generous with renown as the campaign goes on. A mission or quest could be broken into smaller component parts that each reward a renown, or perhaps you could just give bigger chunks of it as the players did higher-level missions.
To be fair, I think hitting the highest levels of renown is meant to be something level 20 players could still work on. You don't want a bunch of level 5 characters to already have access to swarms of NPCs under their command.
While Ravnica is set up very nicely for short adventures and quests, and you could certainly run a very episodic campaign, I'm always a fan of the longer, serialized stories.
You could approach this a couple ways:
One is the Buffy approach - you take episodic stories that touch on or brush up against a larger plot. Yes, you might just be clearing some Izzet lab of renegade weirds, but you also happen to find that one of the dead researchers had a note about some argument between Ral Zarek and Niv-Mizzet, giving you further insight into some grand plot involving Nicol Bolas (look the names up if you have no idea what I'm talking about.)
Another is a more strictly serialized approach - every plot is directly connected, but they take you all over the city. If it's a plane-threatening bad guy your party is trying to stop, it might be that anything you do to stop the big bad (like Nicol Bolas, for example) is going to please your guild, regardless of whether it's in their typical wheelhouse. This would allow members of different guilds to earn renown on the same adventures, which gives you some of the best of both worlds.
Of course, if your big bad is a member (or guildmaster) of a guild, it might be easy to have plenty of adventures themed around the villainous guild, and any guild that opposes it (which is basically the other 9 in many cases) would reward renown for foiling their plans.
Wednesday, November 28, 2018
My Weird Relationship With Nicol Bolas
When I was about eight, I had just started playing Magic the Gathering - indeed, anyone playing it had just started playing because the game was only two or so years old. I got a Royal Assassin in my first Revised Edition 60-card pack, which started my love affair with Black. (I was amazed to think that a 1/1 could possibly be better than most other creatures.)
At the time, it was common wisdom amongst my elementary school peers that Shivan Dragon was the best creature in Magic, though massive beasts like Force of Nature or Leviathan (or the Lord of the Pit) were also big contenders.
But then I heard about these particular creatures of special renown: the Elder Dragon Legends.
The Elder Dragon Legends followed the following formula: they were three colors, two of each color in an allied shard (in other words a color with its two allies) plus two generic for a casting cost. They were each 7/7 flyers, and each required you to pay one of each of their mana colors on your upkeep or sacrifice them.
Screw the Shivan Dragon, these guys were the best. Indeed, the inaccessibility of requiring hard commitments to three colors was part of the appeal (though, at least at my school, the very notion of not playing all five colors was foreign - we were kids and did not really understand the game that well.)
Anyway, a couple years after I started playing, a friend of a friend told us he had Elder Dragon Legends that he wanted to sell. They were from Chronicles, a re-release of popular cards from Magic's early sets when the initial run had been much smaller than there was demand for. Chronicles Cards were denoted by their white borders, despite having expansion symbols (in Revised through... some much later set, "Core Sets" had white borders.)
Anyway, he had a couple of the cards, and because I liked to play Black and Blue (we had figured out limiting our decks' colors by then) and also enjoyed a bit or Red now and again, Nicol Bolas was the one I picked up.
Now, having gotten a somewhat better understanding of the game, I came to realize that making your opponent discard their hand every time you hit them with this guy was pretty damned powerful - much more than Chromium's Rampage 2 (Rampage was a short-lived keyword that gave the creature +X/+X for every creature blocking it beyond the first.)
Still, even when I stopped playing in 7th grade and then picked it up again in college for a couple years, I didn't really give Nicol Bolas much thought. Magic's story had largely been focused on the Weatherlight Saga, which sort of started in Antiquities but really became the central focus in the Weatherlight Set and then the Tempest Block. There wasn't a ton of connection between stories after the Invasion Block, and when I picked the game up again in college, the focus was very much of individual stories on different planes - Mirrodin (which to be fair was connected to what had happened in Odyssey/Onslaught blocks,) Kamigawa, and the debut of the now-legendary Ravnica.
Nicol Bolas was my star player, even if getting him on the board was very difficult. But like most figures out of the Legends expansion, I didn't really think they'd put much into his story.
So it was perhaps a bit surprising when, following my second stepping-away from the game that Nicol Bolas would arise as what is basically Magic's big bad. While the Phyrexians came back for Scars of Mirrodin (sorry Mirrodin, you are basically hell now) and the Eldrazi gave Magic its truest Lovecraftian monsters, Nicol Bolas has had his story expanded tremendously.
It appears as if that plot, which has now been going for I believe a decade, might be coming to a conclusion in the current Ravnica block. But it is really odd to see what they have done with my coolest creature. The visual redesign turned him from a wrinkly humanoid dragon sitting in his personal wizard's library into an instantly-recognizable dragon whose horns have become an icon in and of themselves.
And he's been on a ton of other cards, many of them this now-decade-old-but-still-seems-new-to-me type called Planeswalker.
So that's been funny, but then in the 25h anniversary core set (I believe,) they actually brought back all of the Elder Dragon Legends: Palladia-Mors, Chromium, Vaevictus Asmadi, Arcades Sabboth, and of course Nicol Bolas himself (and yes, those names are hardwired into my brain so I don't have to look them up.) They're all new versions of these characters with far more sensible design philosophy.
Now all they need to do is update Baron Sengir, the patriarch of my favorite vampiric minions, and I'll feel like I'm a kid again.
At the time, it was common wisdom amongst my elementary school peers that Shivan Dragon was the best creature in Magic, though massive beasts like Force of Nature or Leviathan (or the Lord of the Pit) were also big contenders.
But then I heard about these particular creatures of special renown: the Elder Dragon Legends.
The Elder Dragon Legends followed the following formula: they were three colors, two of each color in an allied shard (in other words a color with its two allies) plus two generic for a casting cost. They were each 7/7 flyers, and each required you to pay one of each of their mana colors on your upkeep or sacrifice them.
Screw the Shivan Dragon, these guys were the best. Indeed, the inaccessibility of requiring hard commitments to three colors was part of the appeal (though, at least at my school, the very notion of not playing all five colors was foreign - we were kids and did not really understand the game that well.)
Anyway, a couple years after I started playing, a friend of a friend told us he had Elder Dragon Legends that he wanted to sell. They were from Chronicles, a re-release of popular cards from Magic's early sets when the initial run had been much smaller than there was demand for. Chronicles Cards were denoted by their white borders, despite having expansion symbols (in Revised through... some much later set, "Core Sets" had white borders.)
Anyway, he had a couple of the cards, and because I liked to play Black and Blue (we had figured out limiting our decks' colors by then) and also enjoyed a bit or Red now and again, Nicol Bolas was the one I picked up.
Now, having gotten a somewhat better understanding of the game, I came to realize that making your opponent discard their hand every time you hit them with this guy was pretty damned powerful - much more than Chromium's Rampage 2 (Rampage was a short-lived keyword that gave the creature +X/+X for every creature blocking it beyond the first.)
Still, even when I stopped playing in 7th grade and then picked it up again in college for a couple years, I didn't really give Nicol Bolas much thought. Magic's story had largely been focused on the Weatherlight Saga, which sort of started in Antiquities but really became the central focus in the Weatherlight Set and then the Tempest Block. There wasn't a ton of connection between stories after the Invasion Block, and when I picked the game up again in college, the focus was very much of individual stories on different planes - Mirrodin (which to be fair was connected to what had happened in Odyssey/Onslaught blocks,) Kamigawa, and the debut of the now-legendary Ravnica.
Nicol Bolas was my star player, even if getting him on the board was very difficult. But like most figures out of the Legends expansion, I didn't really think they'd put much into his story.
So it was perhaps a bit surprising when, following my second stepping-away from the game that Nicol Bolas would arise as what is basically Magic's big bad. While the Phyrexians came back for Scars of Mirrodin (sorry Mirrodin, you are basically hell now) and the Eldrazi gave Magic its truest Lovecraftian monsters, Nicol Bolas has had his story expanded tremendously.
It appears as if that plot, which has now been going for I believe a decade, might be coming to a conclusion in the current Ravnica block. But it is really odd to see what they have done with my coolest creature. The visual redesign turned him from a wrinkly humanoid dragon sitting in his personal wizard's library into an instantly-recognizable dragon whose horns have become an icon in and of themselves.
And he's been on a ton of other cards, many of them this now-decade-old-but-still-seems-new-to-me type called Planeswalker.
So that's been funny, but then in the 25h anniversary core set (I believe,) they actually brought back all of the Elder Dragon Legends: Palladia-Mors, Chromium, Vaevictus Asmadi, Arcades Sabboth, and of course Nicol Bolas himself (and yes, those names are hardwired into my brain so I don't have to look them up.) They're all new versions of these characters with far more sensible design philosophy.
Now all they need to do is update Baron Sengir, the patriarch of my favorite vampiric minions, and I'll feel like I'm a kid again.
Tuesday, November 27, 2018
The End of an Era for Acquisitions Incorporated
At a small-scale Acq-Inc game at the Penny Arcade headquarters, Chris Perkins made a shocking announcement toward the end of the game - that he was going to be stepping down as Dungeon Master and allowing Jeremy Crawford to take his place going forward.
This is after eleven years and ten levels of seeing obnoxious (maybe evil?) corporate bureaucrat Omin Dran, egocentric goofball Jim Darkmagic, and a cast of other memorable characters play through the latest D&D content, starting as a promo for the then-new 4th Edition.
Acq-Inc is not going away, and Perkins is still going to run Dice, Camera, Action (along with new Acq-Inc regular and core DCA player Strix.) But we'll be seeing Crawford take over the main show, which is kind of crazy.
Jeremy Crawford is the lead rules designer on D&D, so he's no small name, but I certainly have less experience watching him DM. It'll be weird not to have Perkins behind the screen.
Like it has been for a ton of people, Acq-Inc is what really got me to try the game, and it's a big part of how I think about D&D (I was a relative latecomer to Critical Role, but that's obviously also a big model for how I like to run a game - in practice my group is not quite murder-hobos, but also perhaps not as emotionally invested as the CR group.)
In a move that appears to be pissing off a lot of purists but excites me, the group gets transported out of the multiverse entire and to Ravnica at the end of the session. I guess that answers a cosmological question I've had about how Ravnica fits in as a D&D world.
This is after eleven years and ten levels of seeing obnoxious (maybe evil?) corporate bureaucrat Omin Dran, egocentric goofball Jim Darkmagic, and a cast of other memorable characters play through the latest D&D content, starting as a promo for the then-new 4th Edition.
Acq-Inc is not going away, and Perkins is still going to run Dice, Camera, Action (along with new Acq-Inc regular and core DCA player Strix.) But we'll be seeing Crawford take over the main show, which is kind of crazy.
Jeremy Crawford is the lead rules designer on D&D, so he's no small name, but I certainly have less experience watching him DM. It'll be weird not to have Perkins behind the screen.
Like it has been for a ton of people, Acq-Inc is what really got me to try the game, and it's a big part of how I think about D&D (I was a relative latecomer to Critical Role, but that's obviously also a big model for how I like to run a game - in practice my group is not quite murder-hobos, but also perhaps not as emotionally invested as the CR group.)
In a move that appears to be pissing off a lot of purists but excites me, the group gets transported out of the multiverse entire and to Ravnica at the end of the session. I guess that answers a cosmological question I've had about how Ravnica fits in as a D&D world.
Saturday, November 24, 2018
Managing Dimir Characters at the Table
Hey, have I mentioned House Dimir is my favorite Ravnica guild? I have? Ok, well anyway...
In Guildmaster's Guide to Ravnica, each guild functions as a player background and a faction with which one can gain renown and thus acquire new privileges and rewards. House Dimir has these functions, but in addition you pick a second guild that you have infiltrated. While I feel there ought to be an option to play as one of the openly-Dimir-affiliated couriers, journalists, private investigators, or librarians, the main fantasy they are reinforcing with the background is that of the infiltrator.
A Dimir character will thus generally behave as they would in a different guild. In D&D's official Ravnica stream, the Broken Pact, for example (EARLY EPISODE SPOILERS) one of the party members is revealed to actually be a Dimir operative after appearing until then as a member of another guild. I guess I'll keep it vague, though if you know Ravnica, it's not terribly hard to guess which one it is.
But this provides a bit of a conundrum, or perhaps simply a stylistic choice for how you want to run the game.
Do you let the other players know?
Now, if the players are good at curbing their metagaming instincts, you could simply make it common knowledge and just have the players play their characters as if they don't know. In the Broken Pact, they have the advantage of having an audience to fool, so while I believe the other three players were aware, the first couple episodes treated the Dimir party member simply as if they were part of a different guild.
This is, honestly, probably the easiest way of doing it. Simply give the player occasional messages and meetings with contacts and potentially use that as a potential reveal within the party - something that will be a particularly big moment if you have an otherwise single-guild party.
A single-guild party consisting of all Dimir characters can also work quite well, and removes the need to keep things secret between players (unless you want a truly farcical level of lying and cover-ups.) Indeed, you could have a group that, to NPCs, appears to be a motley group of mixed-guild folks, only for it to turn out that it's all Dimir operatives.
But let's say you want a challenge. Maybe you want to keep it all a secret.
This starts at character creation. If you're having your session 0 with everyone present, simply announce that if a player wants to play a Dimir character, they should come tell the DM in private and simply roll their character as if they were a member of the guild they've infiltrated. Other players peering over the Dimir player's shoulders might find it surprising that their Selesnya Cleric has proficiency in stealth and deception, but that's on your Dimir player to keep on the down-low.
Where this gets particularly challenging is in play. One thing I highly recommend is out-of-game communication with your players. There's nothing in the rules that everything has to happen at the table, and so if you want to have your Dimir player receive their instructions in a way that the rest of the party doesn't know about, simply do it via text messages or in meetings outside the game.
For actions that do have to happen in-game, like using the Dimir-only cantrip Encode Thoughts, you can work out a signal ahead of time, like scratching one's temple a certain number of times.
Over the course of a long campaign, it seems like a player's party should probably eventually discover their true guild affiliation, but you should make them earn it, and allow the Dimir player to cover their tracks.
Giving your Dimir character secret objectives is a huge part of the fun of the idea - maybe there's an NPC that the party just wants to talk to, but the Dimir character has to ensure that they die, or better yet, get their memory erased. This then becomes a challenge for the Dimir character to achieve their objective without revealing what they've done.
With the rather broad spread of alignments amongst the guilds (and the potential for heroes and villains in each,) Ravnica has a great deal of potential to see players clash in their objectives and desires. But that's usually going to be more overt - a Dimir operative is going to try to achieve their own goals without anyone noticing. And that should present an interesting challenge, both for the player to do so and the DM to make it possible - and also possible to fail.
In Guildmaster's Guide to Ravnica, each guild functions as a player background and a faction with which one can gain renown and thus acquire new privileges and rewards. House Dimir has these functions, but in addition you pick a second guild that you have infiltrated. While I feel there ought to be an option to play as one of the openly-Dimir-affiliated couriers, journalists, private investigators, or librarians, the main fantasy they are reinforcing with the background is that of the infiltrator.
A Dimir character will thus generally behave as they would in a different guild. In D&D's official Ravnica stream, the Broken Pact, for example (EARLY EPISODE SPOILERS) one of the party members is revealed to actually be a Dimir operative after appearing until then as a member of another guild. I guess I'll keep it vague, though if you know Ravnica, it's not terribly hard to guess which one it is.
But this provides a bit of a conundrum, or perhaps simply a stylistic choice for how you want to run the game.
Do you let the other players know?
Now, if the players are good at curbing their metagaming instincts, you could simply make it common knowledge and just have the players play their characters as if they don't know. In the Broken Pact, they have the advantage of having an audience to fool, so while I believe the other three players were aware, the first couple episodes treated the Dimir party member simply as if they were part of a different guild.
This is, honestly, probably the easiest way of doing it. Simply give the player occasional messages and meetings with contacts and potentially use that as a potential reveal within the party - something that will be a particularly big moment if you have an otherwise single-guild party.
A single-guild party consisting of all Dimir characters can also work quite well, and removes the need to keep things secret between players (unless you want a truly farcical level of lying and cover-ups.) Indeed, you could have a group that, to NPCs, appears to be a motley group of mixed-guild folks, only for it to turn out that it's all Dimir operatives.
But let's say you want a challenge. Maybe you want to keep it all a secret.
This starts at character creation. If you're having your session 0 with everyone present, simply announce that if a player wants to play a Dimir character, they should come tell the DM in private and simply roll their character as if they were a member of the guild they've infiltrated. Other players peering over the Dimir player's shoulders might find it surprising that their Selesnya Cleric has proficiency in stealth and deception, but that's on your Dimir player to keep on the down-low.
Where this gets particularly challenging is in play. One thing I highly recommend is out-of-game communication with your players. There's nothing in the rules that everything has to happen at the table, and so if you want to have your Dimir player receive their instructions in a way that the rest of the party doesn't know about, simply do it via text messages or in meetings outside the game.
For actions that do have to happen in-game, like using the Dimir-only cantrip Encode Thoughts, you can work out a signal ahead of time, like scratching one's temple a certain number of times.
Over the course of a long campaign, it seems like a player's party should probably eventually discover their true guild affiliation, but you should make them earn it, and allow the Dimir player to cover their tracks.
Giving your Dimir character secret objectives is a huge part of the fun of the idea - maybe there's an NPC that the party just wants to talk to, but the Dimir character has to ensure that they die, or better yet, get their memory erased. This then becomes a challenge for the Dimir character to achieve their objective without revealing what they've done.
With the rather broad spread of alignments amongst the guilds (and the potential for heroes and villains in each,) Ravnica has a great deal of potential to see players clash in their objectives and desires. But that's usually going to be more overt - a Dimir operative is going to try to achieve their own goals without anyone noticing. And that should present an interesting challenge, both for the player to do so and the DM to make it possible - and also possible to fail.
Monday, November 19, 2018
Dimir Guild Kit
So between having an excuse to hang out in my local (sort of - more that it was near the place I was returning tuxes for my best friend's wedding - Best Man duties, you know the drill) game store and a giant injection of nostalgia for Ravnica driven by the D&D book I've made definitely over 20 posts about (two series with a post for each guild) I bought the Dimir Guild Kit - one of a group of sets you can buy that include a deck of cards themed around the given guild with cards from all the Ravnica blocks, a guild-themed d20 life counter, a pin with the guild insignia, and a cardboard deck box along with a little folded note that, at least for the Dimir, has heavily redacted instructions (that are unfortunately hard to read as blue on black is not really the most legible color combination.)
The deck is of course the main event. It's ready to go (albeit after a lot of shuffling to make sure the lands and spells are mixed) and while I doubt it's going to be winning any tournaments - there's rarely more than two copies of the same card, not counting lands - it's a veritable who's who of Dimir legendaries and classic cards. You get a foil Etrata the Silencer, then a regular (but updated to current templating) Mirko Vosk, Lazav (the one from Return to Ravnica block,) Szadek, and Circu (I had Circu back in the day. He was nasty.)
Most of the cards have a Dimir sign for their expansion symbol, except for a couple of lands, I believe.
While it's not going to be the most consistent deck with its single-copies, it does look like it is going to really power you through some milling or other alternate win conditions (like Etrata.) You have a fair number of walls or other deterrents against aggressive decks, and a bit of removal as well that looks particularly suited to smaller creatures. I suspect that if your opponent doesn't have good creature removal and can't break past your defense quickly, the cumulative power of your many milling cards is going to be overwhelming, either powering up some of your creatures or just killing them in the old milling way.
Naturally with its milling theme, this deck is going to struggle against the Golgari, though there are also a few mill cards (like Circu or Dimir Doppelganger) where you can remove that advantage.
I am of course totally ignorant of the current metagame. Dimir has always tended to be a somewhat slower deck, except when it focuses on a kind of aggro-evasion theme - but even then it tends to be more careful in its aggression than, say, a Boros or Rakdos deck.
The deck is of course the main event. It's ready to go (albeit after a lot of shuffling to make sure the lands and spells are mixed) and while I doubt it's going to be winning any tournaments - there's rarely more than two copies of the same card, not counting lands - it's a veritable who's who of Dimir legendaries and classic cards. You get a foil Etrata the Silencer, then a regular (but updated to current templating) Mirko Vosk, Lazav (the one from Return to Ravnica block,) Szadek, and Circu (I had Circu back in the day. He was nasty.)
Most of the cards have a Dimir sign for their expansion symbol, except for a couple of lands, I believe.
While it's not going to be the most consistent deck with its single-copies, it does look like it is going to really power you through some milling or other alternate win conditions (like Etrata.) You have a fair number of walls or other deterrents against aggressive decks, and a bit of removal as well that looks particularly suited to smaller creatures. I suspect that if your opponent doesn't have good creature removal and can't break past your defense quickly, the cumulative power of your many milling cards is going to be overwhelming, either powering up some of your creatures or just killing them in the old milling way.
Naturally with its milling theme, this deck is going to struggle against the Golgari, though there are also a few mill cards (like Circu or Dimir Doppelganger) where you can remove that advantage.
I am of course totally ignorant of the current metagame. Dimir has always tended to be a somewhat slower deck, except when it focuses on a kind of aggro-evasion theme - but even then it tends to be more careful in its aggression than, say, a Boros or Rakdos deck.
Thursday, November 15, 2018
Kaldorei Vengeance and Giving the Alliance Some Story
Mists of Pandaria saw the Horde fractured - part of it remained loyal to Garrosh Hellscream, even as he descended further and further into an obsession with finding superweapons capable of destroying his enemies - both the Alliance and those disloyal to him within the Horde - and those who wished to see Thrall's vision of the Horde restored.
Horde players journeyed through Pandaria, first towing Garrosh's line but then siding with Vol'jin as the Darkspear Revolution began to combat Garrosh's frankly fascistic tendencies. It was a pretty exciting development for the game, as we had never before turned on our own faction leaders.
From an Alliance perspective, however, it was easy to feel as if you were on the sidelines.
Especially given how the Siege of Orgrimmar ended, there was a sense that the Alliance had merely assisted one faction within the Horde against another, and given what has happened relatively soon afterwards, it doesn't seem as if this effort really amounted to much. We once again have a Horde that is aggressively trying to destroy the Alliance. And this iteration of the Horde has been more successful. The destruction of Theramore was a big enough event to transform the Alliance's most passionate advocate of cross-factional peace into one of its most die-hard anti-Horde members.
On top of that, the Alliance came off as rather weak when you considered that they were essentially equal partners with a mere fraction of the Horde in fighting Garrosh's forces. If, for example, the Darkspear Revolution was forced to desperately ask for aid from the Alliance or risk being wiped out, that would have been one thing. But Vol'jin hardly even seemed all that thrilled to have the help.
We are seeing echoes of Mists in BFA, with another off-the-rails Warchief and another honorable hero of the Horde set up to become a focus for resistance against this tyranny.
While I do suspect that we're going to get a twist here that gives us a different story than a simple Garrosh 2.0, the same problem persists:
The Horde just has a more interesting story.
But that's where I think that the Darkshore warfront starts to make things a bit more interesting.
When Sylvanas and Saurfang planned the attack on Night Elf lands, (and it was really mostly Saurfang's plan, up until the burning of Teldrassil) the idea was to divide the Alliance politically. The thought was that if the Alliance would not send troops to liberate Teldrassil, the Night Elves might split from them, while if they did, the Gilneans might be angry that their lands were not liberated first.
Burning Teldrassil seemed to hamstring this plan - if the Night Elves had nothing to save there, they'd simply concentrate their efforts on other fronts. The attack meant to divide the Alliance would wind up unifying it instead.
And to a large extent that's the narrative we got in the aftermath of these events - Undercity fell thanks to this effect.
But that story seems to be shifting back toward the way it was originally planned - in 8.1, Malfurion and Tyrande launch a campaign to destroy the Horde forces in Darkshore. While Teldrassil itself is irrevocably lost, the truth is that the tree was a relatively new part of Night Elf society. Many civilians lived there because, until now, it had served as a safe harbor from the aggressive Horde. But the lands of Darkshore, Ashenvale, Winterspring, Felwood, and Hyjal are all very ancient Night Elf territory that they know quite well.
That the Night Elves have the right to fight to win back this territory is, I think, indisputable. Yes, there might be some questions about resource allocation, but I don't think Anduin or anyone else in Alliance leadership would mind gaining that territory back.
So how do you make this an interesting story?
I think you get some of the answer in the Terror of Darkshore.
Druids in WoW really trend quite strongly toward the obvious good-guy archetypes. They tend to be seen as more of the hippie-like, harmonious sort. Malfurion, of all people, has exemplified this sort of Druid. But in the cinematic we get previewing 8.1, we get to see a much scarier version of Malfurion and his Druidism. Horde forces are yanked off the road to what must be a swift and bloody end. One orc is slowly crushed to death by roots that drag him, screaming, into the earth.
Malfurion, benevolent though he usually is, is capable of gruesome violence. While the fact that it's just a bunch of Horde grunts may undercut his power, canonically Malfurion is one of the most powerful beings on Azeroth, and his anger should worry the Horde.
We also see Tyrande undergo a transformation in 8.1, embodying an aspect of Elune known as the Night Warrior.
While this transformation has an easily recognizable visual signifier - the usually glowing Night Elf eyes become black as night - we don't have a great sense of what, exactly, it entails. The Night Warrior aspect of Elune is clearly a fiercer one (it's in the name,) but I'd like to know exactly what kind of sacrifice this requires, and how it might transform those who undergo the change.
I think the problem Blizzard faces in telling this story is explaining what exactly has changed. The Night Elves have always fought to defend their lands. Merely showing that they are using violence to do so does not make the story any more complex - they've always used violence.
The point is that I think they need the Night Elves to be transgressive in some way. After what the Horde did to them, there's not much the Night Elves could do that wouldn't feel morally justified or at least understandable.
I've often remarked that if they want us to buy the Horde's constant antagonization of the Alliance, we need to actually see the Alliance commit crimes and atrocities that are not immediately offset by worse actions in the Horde.
But I also think we need to see the Night Elves committing acts that seriously alienate some of the Alliance from them. The Alliance has been in desperate need of an internal conflict so that their factional stories don't merely see them reacting to the Horde with a vague sense of moral superiority.
Horde players journeyed through Pandaria, first towing Garrosh's line but then siding with Vol'jin as the Darkspear Revolution began to combat Garrosh's frankly fascistic tendencies. It was a pretty exciting development for the game, as we had never before turned on our own faction leaders.
From an Alliance perspective, however, it was easy to feel as if you were on the sidelines.
Especially given how the Siege of Orgrimmar ended, there was a sense that the Alliance had merely assisted one faction within the Horde against another, and given what has happened relatively soon afterwards, it doesn't seem as if this effort really amounted to much. We once again have a Horde that is aggressively trying to destroy the Alliance. And this iteration of the Horde has been more successful. The destruction of Theramore was a big enough event to transform the Alliance's most passionate advocate of cross-factional peace into one of its most die-hard anti-Horde members.
On top of that, the Alliance came off as rather weak when you considered that they were essentially equal partners with a mere fraction of the Horde in fighting Garrosh's forces. If, for example, the Darkspear Revolution was forced to desperately ask for aid from the Alliance or risk being wiped out, that would have been one thing. But Vol'jin hardly even seemed all that thrilled to have the help.
We are seeing echoes of Mists in BFA, with another off-the-rails Warchief and another honorable hero of the Horde set up to become a focus for resistance against this tyranny.
While I do suspect that we're going to get a twist here that gives us a different story than a simple Garrosh 2.0, the same problem persists:
The Horde just has a more interesting story.
But that's where I think that the Darkshore warfront starts to make things a bit more interesting.
When Sylvanas and Saurfang planned the attack on Night Elf lands, (and it was really mostly Saurfang's plan, up until the burning of Teldrassil) the idea was to divide the Alliance politically. The thought was that if the Alliance would not send troops to liberate Teldrassil, the Night Elves might split from them, while if they did, the Gilneans might be angry that their lands were not liberated first.
Burning Teldrassil seemed to hamstring this plan - if the Night Elves had nothing to save there, they'd simply concentrate their efforts on other fronts. The attack meant to divide the Alliance would wind up unifying it instead.
And to a large extent that's the narrative we got in the aftermath of these events - Undercity fell thanks to this effect.
But that story seems to be shifting back toward the way it was originally planned - in 8.1, Malfurion and Tyrande launch a campaign to destroy the Horde forces in Darkshore. While Teldrassil itself is irrevocably lost, the truth is that the tree was a relatively new part of Night Elf society. Many civilians lived there because, until now, it had served as a safe harbor from the aggressive Horde. But the lands of Darkshore, Ashenvale, Winterspring, Felwood, and Hyjal are all very ancient Night Elf territory that they know quite well.
That the Night Elves have the right to fight to win back this territory is, I think, indisputable. Yes, there might be some questions about resource allocation, but I don't think Anduin or anyone else in Alliance leadership would mind gaining that territory back.
So how do you make this an interesting story?
I think you get some of the answer in the Terror of Darkshore.
Druids in WoW really trend quite strongly toward the obvious good-guy archetypes. They tend to be seen as more of the hippie-like, harmonious sort. Malfurion, of all people, has exemplified this sort of Druid. But in the cinematic we get previewing 8.1, we get to see a much scarier version of Malfurion and his Druidism. Horde forces are yanked off the road to what must be a swift and bloody end. One orc is slowly crushed to death by roots that drag him, screaming, into the earth.
Malfurion, benevolent though he usually is, is capable of gruesome violence. While the fact that it's just a bunch of Horde grunts may undercut his power, canonically Malfurion is one of the most powerful beings on Azeroth, and his anger should worry the Horde.
We also see Tyrande undergo a transformation in 8.1, embodying an aspect of Elune known as the Night Warrior.
While this transformation has an easily recognizable visual signifier - the usually glowing Night Elf eyes become black as night - we don't have a great sense of what, exactly, it entails. The Night Warrior aspect of Elune is clearly a fiercer one (it's in the name,) but I'd like to know exactly what kind of sacrifice this requires, and how it might transform those who undergo the change.
I think the problem Blizzard faces in telling this story is explaining what exactly has changed. The Night Elves have always fought to defend their lands. Merely showing that they are using violence to do so does not make the story any more complex - they've always used violence.
The point is that I think they need the Night Elves to be transgressive in some way. After what the Horde did to them, there's not much the Night Elves could do that wouldn't feel morally justified or at least understandable.
I've often remarked that if they want us to buy the Horde's constant antagonization of the Alliance, we need to actually see the Alliance commit crimes and atrocities that are not immediately offset by worse actions in the Horde.
But I also think we need to see the Night Elves committing acts that seriously alienate some of the Alliance from them. The Alliance has been in desperate need of an internal conflict so that their factional stories don't merely see them reacting to the Horde with a vague sense of moral superiority.
Wednesday, November 14, 2018
Guild Groups Versus Mixed Groups
If you're sick of Ravnica stuff, well, tough. Because here's another post about it!
Guildmaster's Guide to Ravnica (and I think I'm going to start abbreviating it to GGR because none of those are particularly short words) gives you many suggestions on creating characters from each of the ten guilds and adventures based around them.
One thing they also suggest is how to build a party in which every member is part of the same guild.
It's an interesting concept - my inclination is of course to make a multi-guild party - I might even require it if and when I run something in the setting. On the other hand, there are certainly advantages to having a party composed entirely of same-guild members.
D&D organized many podcasts and streaming games to do one-shot adventures - ten one-shots, one for each guild. I've listened to the Dimir one and part of the Rakdos one.
Immediately, one interesting fact presents itself - standard heroics need not apply. While the Dimir group wound up doing some pretty straightforwardly good stuff (I see the Dimir self-image as morally neutral at worst, even if they wind up being evil in fact) the Rakdos group was pretty on-board for the whole murder and mayhem thing.
D&D is of course a flexible system, and there have been evil parties long before Ravnica. But the point is that if you have a single-guild group from one of the more morally questionable guilds (I still think that every guild has a share of good people, though some clearly have more than others) you can totally have a whole campaign in which the goals are evil. Given the monsters and NPCs that are affiliated with each guild, you have plenty of good or neutral antagonists for your monstrous players to slaughter.
The single-guild group seems really well-suited to a one-shot, though by necessity doing so would mean not having a chance to expose the party to the whole of the world. If you are doing a one-shot, you can easily use some of the adventures or adventure spaces in the book. I'm pretty sure that the Dimir one simply re-purposed the Golgari mansion, flipping it back right-side up and using it for some intra-guild intrigue.
There is plenty of room for distinct characters in each guild - as I said in an earlier post, if you play around with the Magic colors as an alternative or supplement to alignment, you can think of a guild's color pair as a kind of spectrum upon which your character can fall.
Still, for a long campaign, the potential conflicts of interest and inter-guild intrigue that could come from having a mixed-guild party would give tremendous fuel to a dungeon master. If you simply look at the number of contacts a four-player party would have, you have a huge stable of NPCs to build stories around. And having players in different guilds would allow you to have some players shine in situations they might not otherwise.
As an example, let's say your Abjuration Wizard is an Azorius Law Mage. They have a low charisma, being a bookish and shy individual. But if the party needs to get some file hidden somewhere deep in New Prahv's archives, you could say that the Azorius really don't care about how charismatic you are, and instead they care about how many rules and regulations you can quote. Suddenly, Persuasion, Intimidation, and Deception checks are all based on Intelligence, which your Wizard has in abundance, while your Rakdos Bard, the charming dummy who is usually the face of the group, sits back and lets the professional bureaucrat handle things.
It's a similar idea to one I saw some clever D&D commentator mention (I can't remember if it was Web DM or one of Zee Bashew's animated spellbook videos) how using extra abilities like Honor or Sanity can allow you to flip the script in similar ways.
One thing you will need to think about for a multi-guild party is giving them a story that each member will feel invested in. You can definitely put them in situations in which their philosophies and guild loyalties clash (in fact, I fell that's practically a requirement) but unless you're going with a purely episodic campaign, you'll probably want to come up with a threat that ties them together.
Obviously this can be the overstepping of one of the guilds - preferably one that none of the party members is in. Each guild has its own potential campaign-level threats (as an example, you could have the Simic achieve evolutionary perfection and unleash the Tarrasque upon Ravnica,) and simply having the party gradually uncover such a plot, maybe misdirecting by having the party chase one guild only to realize it's a plot by another one. You can definitely use the Orzhov or Golgari as really obvious villains only for it to turn out to be a red herring, potentially unveiling the true villain as someone who one would assume was good - the plot of the original Ravnica block, for example, had what was initially thought to be a Dimir plot turn out to be the machinations of the Azorius Senate's previous guildmaster, who intended to parlay the chaos into greater powers for his guild (if I recall the story correctly.)
But a threat from outside the guild is also a great reason to have the guilds cooperate. The Nephilim - ancient gods who existed prior to the guilds and very much fit the Great Old One type - could be the big bads threatening the peace. You could also bring in other multi-planar threats from the Magic multiverse like the brilliantly diabolical Elder Dragon Nicol Bolas (who is at least as powerful as Tiamat,) the Lovecraftian monsters called the Eldrazi, or potentially Magic's most storied and classic villain (ok, Nicol Bolas might arguably take that place,) the Phyrexians, a plague/people dedicated to the body-horror-fueled merging of organic and machine life.
Of course, given that Ravnica is now an official D&D setting, you could also easily search through the rogue's gallery of D&D for good extra-planar threats. Maybe Demogorgon shows up in Ravnica and you need to team up with Rakdos to show that two-headed bastard that there's only room for one demon lord in Ravnica.
If you are going with a single-guild group, a long-term campaign could see their efforts to overthrow the balance of the guilds. While that might be a tough sell for lawful guilds like the Azorius, you could easily have other guilds decide that the time to strike is now, and perhaps your campaign ends with the order of Ravnica totally overthrown.
If you want to restore some status quo after such a campaign, perhaps you allow them to achieve their triumph only to then demonstrate through catastrophic consequences that the ten guilds exist for a good reason, and then the party needs to spend the rest of the campaign cleaning up the mess they've made. Such a campaign could easily put the party in combat with the various guild leaders and would likely require the super-powerful magic that only high-level characters get access to if they do want to undo the damage.
What strikes me about Ravnica as a setting is just how easily so many different types of campaigns jump out to me. Not only is each guild a sort of genre in and of itself, but the interactions between them provide an exponentially higher number of story hooks.
Guildmaster's Guide to Ravnica (and I think I'm going to start abbreviating it to GGR because none of those are particularly short words) gives you many suggestions on creating characters from each of the ten guilds and adventures based around them.
One thing they also suggest is how to build a party in which every member is part of the same guild.
It's an interesting concept - my inclination is of course to make a multi-guild party - I might even require it if and when I run something in the setting. On the other hand, there are certainly advantages to having a party composed entirely of same-guild members.
D&D organized many podcasts and streaming games to do one-shot adventures - ten one-shots, one for each guild. I've listened to the Dimir one and part of the Rakdos one.
Immediately, one interesting fact presents itself - standard heroics need not apply. While the Dimir group wound up doing some pretty straightforwardly good stuff (I see the Dimir self-image as morally neutral at worst, even if they wind up being evil in fact) the Rakdos group was pretty on-board for the whole murder and mayhem thing.
D&D is of course a flexible system, and there have been evil parties long before Ravnica. But the point is that if you have a single-guild group from one of the more morally questionable guilds (I still think that every guild has a share of good people, though some clearly have more than others) you can totally have a whole campaign in which the goals are evil. Given the monsters and NPCs that are affiliated with each guild, you have plenty of good or neutral antagonists for your monstrous players to slaughter.
The single-guild group seems really well-suited to a one-shot, though by necessity doing so would mean not having a chance to expose the party to the whole of the world. If you are doing a one-shot, you can easily use some of the adventures or adventure spaces in the book. I'm pretty sure that the Dimir one simply re-purposed the Golgari mansion, flipping it back right-side up and using it for some intra-guild intrigue.
There is plenty of room for distinct characters in each guild - as I said in an earlier post, if you play around with the Magic colors as an alternative or supplement to alignment, you can think of a guild's color pair as a kind of spectrum upon which your character can fall.
Still, for a long campaign, the potential conflicts of interest and inter-guild intrigue that could come from having a mixed-guild party would give tremendous fuel to a dungeon master. If you simply look at the number of contacts a four-player party would have, you have a huge stable of NPCs to build stories around. And having players in different guilds would allow you to have some players shine in situations they might not otherwise.
As an example, let's say your Abjuration Wizard is an Azorius Law Mage. They have a low charisma, being a bookish and shy individual. But if the party needs to get some file hidden somewhere deep in New Prahv's archives, you could say that the Azorius really don't care about how charismatic you are, and instead they care about how many rules and regulations you can quote. Suddenly, Persuasion, Intimidation, and Deception checks are all based on Intelligence, which your Wizard has in abundance, while your Rakdos Bard, the charming dummy who is usually the face of the group, sits back and lets the professional bureaucrat handle things.
It's a similar idea to one I saw some clever D&D commentator mention (I can't remember if it was Web DM or one of Zee Bashew's animated spellbook videos) how using extra abilities like Honor or Sanity can allow you to flip the script in similar ways.
One thing you will need to think about for a multi-guild party is giving them a story that each member will feel invested in. You can definitely put them in situations in which their philosophies and guild loyalties clash (in fact, I fell that's practically a requirement) but unless you're going with a purely episodic campaign, you'll probably want to come up with a threat that ties them together.
Obviously this can be the overstepping of one of the guilds - preferably one that none of the party members is in. Each guild has its own potential campaign-level threats (as an example, you could have the Simic achieve evolutionary perfection and unleash the Tarrasque upon Ravnica,) and simply having the party gradually uncover such a plot, maybe misdirecting by having the party chase one guild only to realize it's a plot by another one. You can definitely use the Orzhov or Golgari as really obvious villains only for it to turn out to be a red herring, potentially unveiling the true villain as someone who one would assume was good - the plot of the original Ravnica block, for example, had what was initially thought to be a Dimir plot turn out to be the machinations of the Azorius Senate's previous guildmaster, who intended to parlay the chaos into greater powers for his guild (if I recall the story correctly.)
But a threat from outside the guild is also a great reason to have the guilds cooperate. The Nephilim - ancient gods who existed prior to the guilds and very much fit the Great Old One type - could be the big bads threatening the peace. You could also bring in other multi-planar threats from the Magic multiverse like the brilliantly diabolical Elder Dragon Nicol Bolas (who is at least as powerful as Tiamat,) the Lovecraftian monsters called the Eldrazi, or potentially Magic's most storied and classic villain (ok, Nicol Bolas might arguably take that place,) the Phyrexians, a plague/people dedicated to the body-horror-fueled merging of organic and machine life.
Of course, given that Ravnica is now an official D&D setting, you could also easily search through the rogue's gallery of D&D for good extra-planar threats. Maybe Demogorgon shows up in Ravnica and you need to team up with Rakdos to show that two-headed bastard that there's only room for one demon lord in Ravnica.
If you are going with a single-guild group, a long-term campaign could see their efforts to overthrow the balance of the guilds. While that might be a tough sell for lawful guilds like the Azorius, you could easily have other guilds decide that the time to strike is now, and perhaps your campaign ends with the order of Ravnica totally overthrown.
If you want to restore some status quo after such a campaign, perhaps you allow them to achieve their triumph only to then demonstrate through catastrophic consequences that the ten guilds exist for a good reason, and then the party needs to spend the rest of the campaign cleaning up the mess they've made. Such a campaign could easily put the party in combat with the various guild leaders and would likely require the super-powerful magic that only high-level characters get access to if they do want to undo the damage.
What strikes me about Ravnica as a setting is just how easily so many different types of campaigns jump out to me. Not only is each guild a sort of genre in and of itself, but the interactions between them provide an exponentially higher number of story hooks.
Ten Years Since Wrath of the Lich King
It has been ten years since Wrath came out now, which is pretty crazy. I associate it a lot with a big move in my life - when I left the east coast after graduating college and moved out to Los Angeles.
Wrath was such an impactful expansion that it is sometimes strange to think how close it was to vanilla. At this point ten years ago, World of Warcraft itself was only as old as Warlords of Draenor is now (roughly.)
While opinions differ of course, for a large number of players, Wrath of the Lich King was WoW's best expansion for about eight years - Legion might have finally unseated it, but Wrath's legacy is huge.
Now, Wrath's content has certainly aged. Northrend tends to feel a bit tedious now, though I think that's largely due to the fact that we've had access to it for a full decade.
Wrath was both revolutionary and evolutionary. What do I mean by that?
First off, world content was improved tremendously: you can see now that questing through Outland versus questing through Northrend is a totally different experience. While Outland sends you across zones to kill every last thing in your way for low-droprate quest items, Wrath really tried to tell interesting stories with its quests. Drakuru's two-part deception and betrayal, Loken's devious plot to get you to help him trap Thorim, the whole build-up to the Wrath Gate incident, and one of my personal favorites, the haunting mystery of Matthias Lehner - all stories told through quests.
The Lich King was an incredibly iconic villain - not only did he have that Sauron-style "dark lord" archetype down to an art, but in contrast with previous villains (like Illidan, whose appearance in Legion was partially just meant to be an opportunity to let him actually be a character - and let Liam O'Brien chew the scenery in the best way,) we actually got to see the Lich King enough to realize how much of a threat he was. The Halls of Reflection dungeon sold the Lich King's power better than any other encounter I've seen, where he's just this implacable force of death inducing panic in us as we desperately try to run away.
It also gave us our first new class after vanilla's launch, the Death Knight, which has remained popular ever since (I sometimes think that if I were going to start all over again I'd main a Blood DK - thankfully my DK is my second-priority character so I still have time to play him a decent amount.)
This was also an expansion in which Blizzard started to play with difficulty. While BC had introduced 10 and 25-player raiding and heroic dungeons, Wrath added new raid difficulties to allow less hardcore players to get to see content. This was a bit of a rocky road, though. Naxxramas, which had been an infamously difficult raid during vanilla, was brought back as a very simple starter raid that left a lot of hardcore players feeling bored while they waited for Ulduar (though that patience was rewarded with a raid that is often considered the best they've ever done.) In Trial of the Crusader (admittedly one of the least popular raids they've done,) they formalized difficulties. The result (helped by the later addition of Raid Finder) is that players can see the raids without being in a committed hardcore progression guild, where once fights like Kil'jaeden (the one in Sunwell Plateau) were seen by only a tiny fraction of the players.
Wrath also introduced the dungeon finder, which admittedly has been seen as something of a mixed bag - Cataclysm would be criticized for making it feel as if there was no point in leaving Stormwind or Orgrimmar. While at max level they've clearly tried to steer away from it - Mythic dungeons, which cannot be queued for, largely play the role LFG used to - for low-level characters who want to run a dungeon, it's a blessing. Prior to dungeon finder, the chance of getting a group for, say, Uldaman, was really low (my friends and I would just run each other through low-level dungeons on our higher-level mains.)
We also got dual-spec, which of course is less relevant now given how easy it is to swap specs these days, but the amount of gold a hybrid character would have to spend to re-spec every time they wanted to solo or run a dungeon would was pretty absurd. I leveled by Paladin all the way to 80 in Prot spec, and I can tell you that soloing took a while.
It was in Wrath that we started to get lots of really interesting hints about the nature of the world, too. Some rather silly quests in Borean Tundra introduced the concept of the Curse of Flesh, which in retrospect is a huge part of Warcraft lore. The Keepers of Ulduar turn out to have been extremely important to Azeroth's history. And of course we got a much better sense of the capabilities and nature of the Old Gods when we faced the second (and last so far, though my money is on N'zoth showing up at the end of BFA) of these monstrosities.
Wrath also gave us the very first in-game cutscenes. The Wrath Gate Incident was a shocking moment, not just in the story but also as a new and cinematic way of showing major events. Wrath would also inaugurate the first raid-closing cinematic, which has now become a tradition (though Legion kicked it up a notch by giving us a full cinematic at the end of every tier raid. I assume we'll get a cinematic at the end of Dazar'alor and then after Azshara's Eternal Palace.)
More controversially, that final cinematic gave us the first really big "huh?" moment in WoW's major plot points. As the ghost of Terenas insisted that there must be a Lich King, we watched as Tirion Fordring crowned Bolvar Fordragon as the new leader of the Scourge - a move that a lot of people have speculated about and maybe doesn't make total sense (would the Scourge really be more dangerous without tactical and strategic leadership?) This also kind of became a tradition, between the similarly baffling "the dragon aspects were originally empowered to stop one of the dragon aspects" after Cataclysm to the somewhat more sensible but still questionable decision by Illidan to stay behind at the Seat of the Pantheon (is he really contributing that much with all the other Titans collectively locking down Sargeras there?)
We got an evolving environment with the Argent Tournament grounds in northern Icecrown in a plot that unfolded over a couple patches, which we hadn't really had before.
The point is, it was a big expansion. The nostalgia a lot of people have for classic WoW is something I might feel a bit more for Wrath of the Lich King. That being said, in the past decade we've come a long way. There are some moves I've been less of a fan of (particularly the move away from currency-based gearing toward pure RNG, though it looks like Blizzard is finally starting to swing the pendulum back that way in 8.1.) But overall I think that the game has improved in myriad ways.
I can't say Wrath was the most innovative expansion - Burning Crusade probably takes that cake - but between the great story, far greater class balance than ever before (in Vanilla and BC there were certain classes you just couldn't DPS with,) and accessibility all combined to make a really great expansion. It's also the expansion that led to the high watermark of WoW subscriptions - while it technically hit that mark during Cataclysm, the precipitous dropoff during Cata suggests that most of that continued rise was out of the expectations set by Wrath.
As a veteran player, I really do think that Legion finally unseated Wrath as the best expansion, but I still think the Scourge are the best villains the Warcraft universe has ever had, and Arthas as the Lich King was the perfect mix of tragedy and menace. Wrath was the period I found my current guild, and I can look back on it with great fondness.
So happy 10th Anniversary, Wrath of the Lich King!
Wrath was such an impactful expansion that it is sometimes strange to think how close it was to vanilla. At this point ten years ago, World of Warcraft itself was only as old as Warlords of Draenor is now (roughly.)
While opinions differ of course, for a large number of players, Wrath of the Lich King was WoW's best expansion for about eight years - Legion might have finally unseated it, but Wrath's legacy is huge.
Now, Wrath's content has certainly aged. Northrend tends to feel a bit tedious now, though I think that's largely due to the fact that we've had access to it for a full decade.
Wrath was both revolutionary and evolutionary. What do I mean by that?
First off, world content was improved tremendously: you can see now that questing through Outland versus questing through Northrend is a totally different experience. While Outland sends you across zones to kill every last thing in your way for low-droprate quest items, Wrath really tried to tell interesting stories with its quests. Drakuru's two-part deception and betrayal, Loken's devious plot to get you to help him trap Thorim, the whole build-up to the Wrath Gate incident, and one of my personal favorites, the haunting mystery of Matthias Lehner - all stories told through quests.
The Lich King was an incredibly iconic villain - not only did he have that Sauron-style "dark lord" archetype down to an art, but in contrast with previous villains (like Illidan, whose appearance in Legion was partially just meant to be an opportunity to let him actually be a character - and let Liam O'Brien chew the scenery in the best way,) we actually got to see the Lich King enough to realize how much of a threat he was. The Halls of Reflection dungeon sold the Lich King's power better than any other encounter I've seen, where he's just this implacable force of death inducing panic in us as we desperately try to run away.
It also gave us our first new class after vanilla's launch, the Death Knight, which has remained popular ever since (I sometimes think that if I were going to start all over again I'd main a Blood DK - thankfully my DK is my second-priority character so I still have time to play him a decent amount.)
This was also an expansion in which Blizzard started to play with difficulty. While BC had introduced 10 and 25-player raiding and heroic dungeons, Wrath added new raid difficulties to allow less hardcore players to get to see content. This was a bit of a rocky road, though. Naxxramas, which had been an infamously difficult raid during vanilla, was brought back as a very simple starter raid that left a lot of hardcore players feeling bored while they waited for Ulduar (though that patience was rewarded with a raid that is often considered the best they've ever done.) In Trial of the Crusader (admittedly one of the least popular raids they've done,) they formalized difficulties. The result (helped by the later addition of Raid Finder) is that players can see the raids without being in a committed hardcore progression guild, where once fights like Kil'jaeden (the one in Sunwell Plateau) were seen by only a tiny fraction of the players.
Wrath also introduced the dungeon finder, which admittedly has been seen as something of a mixed bag - Cataclysm would be criticized for making it feel as if there was no point in leaving Stormwind or Orgrimmar. While at max level they've clearly tried to steer away from it - Mythic dungeons, which cannot be queued for, largely play the role LFG used to - for low-level characters who want to run a dungeon, it's a blessing. Prior to dungeon finder, the chance of getting a group for, say, Uldaman, was really low (my friends and I would just run each other through low-level dungeons on our higher-level mains.)
We also got dual-spec, which of course is less relevant now given how easy it is to swap specs these days, but the amount of gold a hybrid character would have to spend to re-spec every time they wanted to solo or run a dungeon would was pretty absurd. I leveled by Paladin all the way to 80 in Prot spec, and I can tell you that soloing took a while.
It was in Wrath that we started to get lots of really interesting hints about the nature of the world, too. Some rather silly quests in Borean Tundra introduced the concept of the Curse of Flesh, which in retrospect is a huge part of Warcraft lore. The Keepers of Ulduar turn out to have been extremely important to Azeroth's history. And of course we got a much better sense of the capabilities and nature of the Old Gods when we faced the second (and last so far, though my money is on N'zoth showing up at the end of BFA) of these monstrosities.
Wrath also gave us the very first in-game cutscenes. The Wrath Gate Incident was a shocking moment, not just in the story but also as a new and cinematic way of showing major events. Wrath would also inaugurate the first raid-closing cinematic, which has now become a tradition (though Legion kicked it up a notch by giving us a full cinematic at the end of every tier raid. I assume we'll get a cinematic at the end of Dazar'alor and then after Azshara's Eternal Palace.)
More controversially, that final cinematic gave us the first really big "huh?" moment in WoW's major plot points. As the ghost of Terenas insisted that there must be a Lich King, we watched as Tirion Fordring crowned Bolvar Fordragon as the new leader of the Scourge - a move that a lot of people have speculated about and maybe doesn't make total sense (would the Scourge really be more dangerous without tactical and strategic leadership?) This also kind of became a tradition, between the similarly baffling "the dragon aspects were originally empowered to stop one of the dragon aspects" after Cataclysm to the somewhat more sensible but still questionable decision by Illidan to stay behind at the Seat of the Pantheon (is he really contributing that much with all the other Titans collectively locking down Sargeras there?)
We got an evolving environment with the Argent Tournament grounds in northern Icecrown in a plot that unfolded over a couple patches, which we hadn't really had before.
The point is, it was a big expansion. The nostalgia a lot of people have for classic WoW is something I might feel a bit more for Wrath of the Lich King. That being said, in the past decade we've come a long way. There are some moves I've been less of a fan of (particularly the move away from currency-based gearing toward pure RNG, though it looks like Blizzard is finally starting to swing the pendulum back that way in 8.1.) But overall I think that the game has improved in myriad ways.
I can't say Wrath was the most innovative expansion - Burning Crusade probably takes that cake - but between the great story, far greater class balance than ever before (in Vanilla and BC there were certain classes you just couldn't DPS with,) and accessibility all combined to make a really great expansion. It's also the expansion that led to the high watermark of WoW subscriptions - while it technically hit that mark during Cataclysm, the precipitous dropoff during Cata suggests that most of that continued rise was out of the expectations set by Wrath.
As a veteran player, I really do think that Legion finally unseated Wrath as the best expansion, but I still think the Scourge are the best villains the Warcraft universe has ever had, and Arthas as the Lich King was the perfect mix of tragedy and menace. Wrath was the period I found my current guild, and I can look back on it with great fondness.
So happy 10th Anniversary, Wrath of the Lich King!
Tuesday, November 13, 2018
Sylvanas and the Wrath Gate
In a recent interview with Alex Afrasiabi, WoW's Creative Director, he responded to players finding Sylvanas' even darker turn to be out of character by pointing out that she ordered the Wrath Gate incident.
For those of us who remember it (the quests that followed were broken by Cataclysm's revamp, so they were only available during Wrath) that's a pretty shocking reveal.
Here's how it played out back then: Quests in Dragonblight ultimately led to the cutscene as they do now, but afterward players were sent by Alexstrasza to bring Saurfang his son's armor and Varian Bolvar's shield.
The Alliance was sent on a diplomatic mission to Orgrimmar (along with Jaina, who was still a staunch advocate of peace between the factions) while the Horde went back to talk with then-Warchief Thrall.
What they discovered in Orgrimmar were Forsaken refugees and a city on lockdown. Sylvanas was in exile after Varimathras and Grand Apothecary Putress had kicked off a coup in the Undercity right as the Wrath Gate incident went down. Sylvanas had fled with her life and those who were loyal to her.
Both factions then besieged the Undercity - the Horde attacking its front gates and the Alliance assaulting the back-door sewer entrance. The Alliance mission was to find and kill Putress, discovering many of the Apothecary Society's horrors along the way. Meanwhile, the Horde made for the throne room where they confronted Varimathras, who was attempting to open many portals to the Twisting Nether to allow the Legion to invade.
After both fights were complete, Varian, disgusted by what he found in the Undercity's Apothecary Quarter, charged into the throne room and declared that he could not abide by the Horde's tolerance for these atrocities - prisoners kept in cages and murdered with blight, horrifying carrion worms bred in the sewers, and abominations being manufactured from the bodies of the dead. Considering Thrall responsible - he was Warchief, after all - Varian attacked. It was only when Jaina froze everyone in place and then forcibly teleported the Alliance forces out of the city that the battle was over, but the war that wouldn't end until the Siege of Orgrimmar had basically started.
Up until this point, Sylvanas seemed to have plausible deniability. She was clearly tolerant of her apothecaries' heinous actions, but the attack on combined Alliance/Horde forces at the Wrath Gate seemed plausibly against her wishes given that they culminated in a coup against her. Varimathras had a clear motivation to stab her in the back, and Sylvanas does not seem likely to condone the use of her throne room to summon in the demons of the Burning Legion.
It's possible, of course, that Afrasiabi merely meant that she had ordered the development of the blight, rather than telling Putress to kill Horde soldiers, which makes her culpable if not precisely responsible.
If she did order it, though, what was the motivation? She did have to flee into a brief exile after Varimathras took over the city. Did Varimathras take advantage of the situation and attempt to outplay her?
Or is it possible that Sylvanas outplayed everyone?
Varimathras was Sylvanas' chief lieutenant prior to this, but he was a demon and she had to assume he was always plotting to betray her. Is it possible that she orchestrated all of this to give her an excuse to destroy him? It seems a risky ploy, though. Was she relying on both factions attacking his loyalists? Was the coup merely a way to filter out any potential traitors? Sylvanas clearly fears betrayal - see her massacre of her own people in Arathi Highlands - so maybe this was effectively a big purge.
Still, I worry that this development - which feels suspiciously like a Retcon, regardless of what Afrasiabi claims - robs Sylvanas of her nuance. Especially as a racial leader, Sylvanas is most interesting when she has redeeming qualities to off-set her villainy. That moment of vulnerability in Undercity, not to mention drawing a line between what is acceptable for the Forsaken to do versus what is not, makes both Sylvanas and the Forsaken more interesting. It's part of why the whole "Burn it" moment felt so jarring - we had expected Sylvanas to be a bad person, but not so unambiguously evil.
For those of us who remember it (the quests that followed were broken by Cataclysm's revamp, so they were only available during Wrath) that's a pretty shocking reveal.
Here's how it played out back then: Quests in Dragonblight ultimately led to the cutscene as they do now, but afterward players were sent by Alexstrasza to bring Saurfang his son's armor and Varian Bolvar's shield.
The Alliance was sent on a diplomatic mission to Orgrimmar (along with Jaina, who was still a staunch advocate of peace between the factions) while the Horde went back to talk with then-Warchief Thrall.
What they discovered in Orgrimmar were Forsaken refugees and a city on lockdown. Sylvanas was in exile after Varimathras and Grand Apothecary Putress had kicked off a coup in the Undercity right as the Wrath Gate incident went down. Sylvanas had fled with her life and those who were loyal to her.
Both factions then besieged the Undercity - the Horde attacking its front gates and the Alliance assaulting the back-door sewer entrance. The Alliance mission was to find and kill Putress, discovering many of the Apothecary Society's horrors along the way. Meanwhile, the Horde made for the throne room where they confronted Varimathras, who was attempting to open many portals to the Twisting Nether to allow the Legion to invade.
After both fights were complete, Varian, disgusted by what he found in the Undercity's Apothecary Quarter, charged into the throne room and declared that he could not abide by the Horde's tolerance for these atrocities - prisoners kept in cages and murdered with blight, horrifying carrion worms bred in the sewers, and abominations being manufactured from the bodies of the dead. Considering Thrall responsible - he was Warchief, after all - Varian attacked. It was only when Jaina froze everyone in place and then forcibly teleported the Alliance forces out of the city that the battle was over, but the war that wouldn't end until the Siege of Orgrimmar had basically started.
Up until this point, Sylvanas seemed to have plausible deniability. She was clearly tolerant of her apothecaries' heinous actions, but the attack on combined Alliance/Horde forces at the Wrath Gate seemed plausibly against her wishes given that they culminated in a coup against her. Varimathras had a clear motivation to stab her in the back, and Sylvanas does not seem likely to condone the use of her throne room to summon in the demons of the Burning Legion.
It's possible, of course, that Afrasiabi merely meant that she had ordered the development of the blight, rather than telling Putress to kill Horde soldiers, which makes her culpable if not precisely responsible.
If she did order it, though, what was the motivation? She did have to flee into a brief exile after Varimathras took over the city. Did Varimathras take advantage of the situation and attempt to outplay her?
Or is it possible that Sylvanas outplayed everyone?
Varimathras was Sylvanas' chief lieutenant prior to this, but he was a demon and she had to assume he was always plotting to betray her. Is it possible that she orchestrated all of this to give her an excuse to destroy him? It seems a risky ploy, though. Was she relying on both factions attacking his loyalists? Was the coup merely a way to filter out any potential traitors? Sylvanas clearly fears betrayal - see her massacre of her own people in Arathi Highlands - so maybe this was effectively a big purge.
Still, I worry that this development - which feels suspiciously like a Retcon, regardless of what Afrasiabi claims - robs Sylvanas of her nuance. Especially as a racial leader, Sylvanas is most interesting when she has redeeming qualities to off-set her villainy. That moment of vulnerability in Undercity, not to mention drawing a line between what is acceptable for the Forsaken to do versus what is not, makes both Sylvanas and the Forsaken more interesting. It's part of why the whole "Burn it" moment felt so jarring - we had expected Sylvanas to be a bad person, but not so unambiguously evil.
Monday, November 12, 2018
What to Bring to Ravnica
I have now read Guildmaster's Guide to Ravnica cover-to-cover. It does a great job of introducing the world of Ravnica to D&D, providing five new playable races, two new subclasses, ten guilds that serve as new character backgrounds as well as factions that can provide some significant rewards over the course of a campaign.
The book provides a lot of interesting ideas for long-term plots as well as really fantastic resources for one-shots (or episodic adventures that could fit into a larger campaign.)
But what can we bring to Ravnica that isn't there?
My first thought is races: Ravnica has merfolk and viashino - both Magic standbys. Their merfolk (who didn't appear in the original set - Vedalken were their main blue non-human humanoid race) are the variety that has legs and is amphibious rather than waterbound, so what I would do is simply include the Tritons from Volo's Guide to Monsters. I might alter the lore a bit - while the Tritons tend toward Lawful Good, Merfolk in Magic settings tend toward Neutrality (perhaps leaning toward Lawful.)
Additionally, Viashino are represented in some of the book's adventure hooks as lizardfolk, and I would again just emphasize a bit of the different flavor. While Lizardfolk are pretty emphatically true neutral as described in Volo's, the Viashino, being a Red race, are very much on the chaotic side of the alignment system.
There are monster lists broken down by guilds that mention stuff in this book as well as the Monster Manual, and also include a few Volo's and Mordenkainen's creatures as well, so you're actually pretty decently covered for that.
One thing you might consider doing if you're feeling really ambitious is to convert the recent Waterdeep: Dragon Heist into a Ravnica adventure. Swap out the Zhentarim for House Dimir, make the Cassalanters into Orzhov oligarchs, make the Breghan D'aerth a squadron of Golgari Ochran assassins, and perhaps make the Xanathar "Guild" a guildless gang with ambitions to be recognized as a true guild of Ravnica.
Another thing you might try is to expand into other Magic worlds. Using planar travel (or teleportation magic - I can't remember if Plane Shift allows travel between two separate worlds of the Material Plane) you might have your party leave Ravnica (maybe searching for Jace so that he'll come back and do his freaking job) and track him across other worlds like Innistrad, Zendikar, or Dominaria. There are Plane Shift articles for each of these worlds (and more) that are sort of precursors to the Guildmaster's Guide to Ravnica that could be very useful tools in this.
Jace does not have a stat block in the book, despite his important role in the world. I'd recommend that if you're going to have a planeswalker character, you'll definitely want to give them a high challenge rating (I think 20 at a minimum) and obviously give them the ability to cast plane shift innately at least once a day (if not at will.) Any planeswalker is probably going to be some variety of spellcaster, though not all have to be pure casters, like Gideon Jura is probably a paladin.
Plane-traveling villains from D&D might also find themselves in Ravnica. While there's no area equivalent to Chult as described in Tomb of Annihilation, I could definitely see Acererak building a horrible dungeon within the Undercity (though I think the most fervent Rakdos cultists would probably think it was just a really good fun-house.)
I also think you could re-skin a lot of Ravenloft adventures (like all of Curse of Strahd) as some kind of Dimir mind-prison - escaping a domain of dread might all be a kind of mental struggle against a Dimir Lobotomist trying to mess with your brain.
EDIT: Another thing I thought of! Slivers! In Magic, Slivers are a super-invasive symbiotic species that are kind of single-clawed serpents with horned heads that each provide their own enhancement to their fellow slivers. For example, a Winged Silver gives all slivers (including itself) the ability to fly, while an Armored Sliver might increase all slivers' health or armor by a certain amount (both values are amalgamated into "toughness" in Magic.) You could build a really interesting encounter in which the party needs to quickly slay the slivers providing the most dangerous abilities or perhaps have a fight against a very simple creature grow far more complex as more slivers with new abilities join the fray. This would require some careful planning and design work, but might wind up being really fun.
The book does what it needs to - it's not an adventure or particular story, but instead gives you a broad and diverse world that you will be free to fill with your own stories.
I hope that we see more of these sourcebooks come out (perhaps for more traditional D&D settings like Dark Sun, but updated for 5E.) But even if I'm very committed to my homebrew setting, I feel a very strong urge to run a short, couple-session adventure set in Ravnica. And if I can find someone willing to DM a full Ravnica campaign, I already have a strong concept for a Dimir Vedalken Enchantment Wizard ready to go.
The book provides a lot of interesting ideas for long-term plots as well as really fantastic resources for one-shots (or episodic adventures that could fit into a larger campaign.)
But what can we bring to Ravnica that isn't there?
My first thought is races: Ravnica has merfolk and viashino - both Magic standbys. Their merfolk (who didn't appear in the original set - Vedalken were their main blue non-human humanoid race) are the variety that has legs and is amphibious rather than waterbound, so what I would do is simply include the Tritons from Volo's Guide to Monsters. I might alter the lore a bit - while the Tritons tend toward Lawful Good, Merfolk in Magic settings tend toward Neutrality (perhaps leaning toward Lawful.)
Additionally, Viashino are represented in some of the book's adventure hooks as lizardfolk, and I would again just emphasize a bit of the different flavor. While Lizardfolk are pretty emphatically true neutral as described in Volo's, the Viashino, being a Red race, are very much on the chaotic side of the alignment system.
There are monster lists broken down by guilds that mention stuff in this book as well as the Monster Manual, and also include a few Volo's and Mordenkainen's creatures as well, so you're actually pretty decently covered for that.
One thing you might consider doing if you're feeling really ambitious is to convert the recent Waterdeep: Dragon Heist into a Ravnica adventure. Swap out the Zhentarim for House Dimir, make the Cassalanters into Orzhov oligarchs, make the Breghan D'aerth a squadron of Golgari Ochran assassins, and perhaps make the Xanathar "Guild" a guildless gang with ambitions to be recognized as a true guild of Ravnica.
Another thing you might try is to expand into other Magic worlds. Using planar travel (or teleportation magic - I can't remember if Plane Shift allows travel between two separate worlds of the Material Plane) you might have your party leave Ravnica (maybe searching for Jace so that he'll come back and do his freaking job) and track him across other worlds like Innistrad, Zendikar, or Dominaria. There are Plane Shift articles for each of these worlds (and more) that are sort of precursors to the Guildmaster's Guide to Ravnica that could be very useful tools in this.
Jace does not have a stat block in the book, despite his important role in the world. I'd recommend that if you're going to have a planeswalker character, you'll definitely want to give them a high challenge rating (I think 20 at a minimum) and obviously give them the ability to cast plane shift innately at least once a day (if not at will.) Any planeswalker is probably going to be some variety of spellcaster, though not all have to be pure casters, like Gideon Jura is probably a paladin.
Plane-traveling villains from D&D might also find themselves in Ravnica. While there's no area equivalent to Chult as described in Tomb of Annihilation, I could definitely see Acererak building a horrible dungeon within the Undercity (though I think the most fervent Rakdos cultists would probably think it was just a really good fun-house.)
I also think you could re-skin a lot of Ravenloft adventures (like all of Curse of Strahd) as some kind of Dimir mind-prison - escaping a domain of dread might all be a kind of mental struggle against a Dimir Lobotomist trying to mess with your brain.
EDIT: Another thing I thought of! Slivers! In Magic, Slivers are a super-invasive symbiotic species that are kind of single-clawed serpents with horned heads that each provide their own enhancement to their fellow slivers. For example, a Winged Silver gives all slivers (including itself) the ability to fly, while an Armored Sliver might increase all slivers' health or armor by a certain amount (both values are amalgamated into "toughness" in Magic.) You could build a really interesting encounter in which the party needs to quickly slay the slivers providing the most dangerous abilities or perhaps have a fight against a very simple creature grow far more complex as more slivers with new abilities join the fray. This would require some careful planning and design work, but might wind up being really fun.
The book does what it needs to - it's not an adventure or particular story, but instead gives you a broad and diverse world that you will be free to fill with your own stories.
I hope that we see more of these sourcebooks come out (perhaps for more traditional D&D settings like Dark Sun, but updated for 5E.) But even if I'm very committed to my homebrew setting, I feel a very strong urge to run a short, couple-session adventure set in Ravnica. And if I can find someone willing to DM a full Ravnica campaign, I already have a strong concept for a Dimir Vedalken Enchantment Wizard ready to go.
Sunday, November 11, 2018
Now That We Have the Book: Alignment, Colors, and Ravnica
Magic is defined by its five colors. No game mechanic has been more important to the function of the game (ok, maybe lands and mana - though that's closely related) and it has given Magic a wonderful richness in flavor. Every world has these five elements, but the roles that each plays can be very different.
In particular, I like the fact that, while some colors might be seen as the "good guys" more often and some (one in particular) might be seen as the "bad guys," this is not a hard and fast rule.
Take the Kamigawa Block, for example, where the bad guy of the story was the very White-mana Lord Konda and its hero (admittedly more of an antihero) was the Black-mana Toshiro Umezawa.
Perhaps it is because I played Magic long before I played D&D, and perhaps it's because I tended to play Black, but I've always found the idea of nuanced and unexpected behaviors in fantasy creatures to be very cool. While even in Magic a demon is extremely unlikely to be a good guy, it's technically possible, just as an angel can be a villain (ok, I feel like this is less surprising given that the whole "fallen angel" archetype is pretty hardwired into Western culture.)
D&D has a long and storied history of its two-axis alignment system, which I've heard described as the moral and ethical scales (as someone who has always held ethical integrity as a great virtue, I realize I'm pretty Lawful) and that system allows for things like its sixteen outer planes and provided distinctions for beings like Devils as opposed to Demons, giving you interesting consequences like the fact that you can technically have a mutually beneficial deal with a devil if you've got a good enough lawyer to draft the contract.
But again, Magic is my first fantasy game - hell, it might be the thing that really got me into fantasy in the first place - and I love the five colors so much.
So it got me thinking: should a Ravnica-based game use them instead of alignment?
In a sense, if a player isn't guildless, they are picking two colors simply by virtue of the way the guilds were first constructed. As amazing as the flavor of the guilds is, one can remember that their entire genesis was purely a mechanical one - a way to define the personality of each two-color combination.
The guilds blend their colors seamlessly, for the most part, and part of the genius of the card set was that it felt like MTG had just doubled its colors.
As such, though, I think that you might have to limit a character's color options if they are going to serve as an alignment to single colors. That nearly halves the options you'd get in D&D's classic nine-alignment grid, which is less great.
On the other hand, the combination of a single-color alignment and a guild choice would provide some nuance.
Take two Boros characters. One might be a White Boros Paladin, whose intentions are all totally altruistic with an attitude that "I fight today so that there will be peace tomorrow." On the other hand, you might have a Red Boros Wizard who feels a visceral thrill in battling agains the forces of evil. Thus, within the same guild you could have some serious tension as to what their true purpose is - or less dramatically, you'd simply have some different attitudes within the guild.
As another example, a Red Rakdos Swashbuckler Rogue might really just want freedom and the ability to express themselves, whereas a Black Rakdos Fiendish Warlock might really enjoy the power they feel by breaking other people under torture.
Now, I'll confess that I nearly wrote in the last paragraph that the Rogue might be Chaotic Good while the Warlock is Chaotic Evil.
Still, I do think there's some value in thinking about the colors that make up the guilds, even if the book intentionally makes no mention of the "color pie" so as not to make D&D veterans worry they're going to have to learn a bunch of new Magic rules (they don't.)
At the very least, you're going to get a solid way of saying what kind of guild member you are. I think it would also be a cool way of playing a character who is clearly in the wrong guild, and working through that problem by maybe realizing they need to change. I imagine a Blue character who joins the Boros (maybe because their family or friends were staunch Boros members) expecting to have a desk job where they can analyze evidence and track down leads. When this character discovers that the Boros are much more about marching around, fighting, and projecting their righteous will across the city, they'll probably find themselves depressed - the nerd in a guild of jocks.
Maybe over the course of this character's adventures, they come to realize that they're in the wrong place. Perhaps they decide to instead apply for the Azorius Senate, where things are much more proper and someone's intellect is respected as much as their brawn. Or perhaps they find themselves contacted by the Dimir, and thanks to resentment they've felt against their muscle-headed colleagues, they decide to start siphoning information about Boros troop movements to their Dimir superior.
Or they decide to become a scientist instead and join either the Simic or the Izzet.
Naturally, I think that developing a character beyond the simple descriptors of alignment, traits, ideal, bonds, and flaws is a good thing to do - every character I plan to play (I've only really played one - DM problems, amirite?) has a couple-page backstory (can you tell I like to write?) So there's no reason that standard D&D alignment needs to clash with this color alignment.
Some combinations would be tricky, though. Could you be a Lawful Neutral Red character? (Again, Boros kind of solves this, where you could have someone who is lawful, but zealous and passionate about it.) What about a Neutral Good Black character? (Very tricky, though I could see a benevolent necromancer in such a role.)
Still, it might be a way to add both a little more Magic flavor to your D&D game and also add a little shade and nuance to the way you think about your character.
In particular, I like the fact that, while some colors might be seen as the "good guys" more often and some (one in particular) might be seen as the "bad guys," this is not a hard and fast rule.
Take the Kamigawa Block, for example, where the bad guy of the story was the very White-mana Lord Konda and its hero (admittedly more of an antihero) was the Black-mana Toshiro Umezawa.
Perhaps it is because I played Magic long before I played D&D, and perhaps it's because I tended to play Black, but I've always found the idea of nuanced and unexpected behaviors in fantasy creatures to be very cool. While even in Magic a demon is extremely unlikely to be a good guy, it's technically possible, just as an angel can be a villain (ok, I feel like this is less surprising given that the whole "fallen angel" archetype is pretty hardwired into Western culture.)
D&D has a long and storied history of its two-axis alignment system, which I've heard described as the moral and ethical scales (as someone who has always held ethical integrity as a great virtue, I realize I'm pretty Lawful) and that system allows for things like its sixteen outer planes and provided distinctions for beings like Devils as opposed to Demons, giving you interesting consequences like the fact that you can technically have a mutually beneficial deal with a devil if you've got a good enough lawyer to draft the contract.
But again, Magic is my first fantasy game - hell, it might be the thing that really got me into fantasy in the first place - and I love the five colors so much.
So it got me thinking: should a Ravnica-based game use them instead of alignment?
In a sense, if a player isn't guildless, they are picking two colors simply by virtue of the way the guilds were first constructed. As amazing as the flavor of the guilds is, one can remember that their entire genesis was purely a mechanical one - a way to define the personality of each two-color combination.
The guilds blend their colors seamlessly, for the most part, and part of the genius of the card set was that it felt like MTG had just doubled its colors.
As such, though, I think that you might have to limit a character's color options if they are going to serve as an alignment to single colors. That nearly halves the options you'd get in D&D's classic nine-alignment grid, which is less great.
On the other hand, the combination of a single-color alignment and a guild choice would provide some nuance.
Take two Boros characters. One might be a White Boros Paladin, whose intentions are all totally altruistic with an attitude that "I fight today so that there will be peace tomorrow." On the other hand, you might have a Red Boros Wizard who feels a visceral thrill in battling agains the forces of evil. Thus, within the same guild you could have some serious tension as to what their true purpose is - or less dramatically, you'd simply have some different attitudes within the guild.
As another example, a Red Rakdos Swashbuckler Rogue might really just want freedom and the ability to express themselves, whereas a Black Rakdos Fiendish Warlock might really enjoy the power they feel by breaking other people under torture.
Now, I'll confess that I nearly wrote in the last paragraph that the Rogue might be Chaotic Good while the Warlock is Chaotic Evil.
Still, I do think there's some value in thinking about the colors that make up the guilds, even if the book intentionally makes no mention of the "color pie" so as not to make D&D veterans worry they're going to have to learn a bunch of new Magic rules (they don't.)
At the very least, you're going to get a solid way of saying what kind of guild member you are. I think it would also be a cool way of playing a character who is clearly in the wrong guild, and working through that problem by maybe realizing they need to change. I imagine a Blue character who joins the Boros (maybe because their family or friends were staunch Boros members) expecting to have a desk job where they can analyze evidence and track down leads. When this character discovers that the Boros are much more about marching around, fighting, and projecting their righteous will across the city, they'll probably find themselves depressed - the nerd in a guild of jocks.
Maybe over the course of this character's adventures, they come to realize that they're in the wrong place. Perhaps they decide to instead apply for the Azorius Senate, where things are much more proper and someone's intellect is respected as much as their brawn. Or perhaps they find themselves contacted by the Dimir, and thanks to resentment they've felt against their muscle-headed colleagues, they decide to start siphoning information about Boros troop movements to their Dimir superior.
Or they decide to become a scientist instead and join either the Simic or the Izzet.
Naturally, I think that developing a character beyond the simple descriptors of alignment, traits, ideal, bonds, and flaws is a good thing to do - every character I plan to play (I've only really played one - DM problems, amirite?) has a couple-page backstory (can you tell I like to write?) So there's no reason that standard D&D alignment needs to clash with this color alignment.
Some combinations would be tricky, though. Could you be a Lawful Neutral Red character? (Again, Boros kind of solves this, where you could have someone who is lawful, but zealous and passionate about it.) What about a Neutral Good Black character? (Very tricky, though I could see a benevolent necromancer in such a role.)
Still, it might be a way to add both a little more Magic flavor to your D&D game and also add a little shade and nuance to the way you think about your character.
Saturday, November 10, 2018
How to Plunder Guildmaster's Guide to Ravnica
I love the Ravnica setting and I was really excited to see it made an official D&D plane (even if that raises very tricky problems about the multiverse(s).) But given that I'm in the middle of a years-long campaign (they're getting close to level 9!) in my own homebrew setting, I don't know when I'll have a chance to truly have a bunch of guilded players adventuring around the Tenth District.
So what can we steal from this book for our own settings or perhaps established settings that we're playing in?
First off, I think you can justify things in two ways: one is that these elements just appear in different forms in other settings - it's just coincidence or some unknown natural law that brings, say, Vedalken into existence in multiple planes (much as it does in the worlds of Magic.) Another is that you can have Ravnicans arrive in your worlds through planar travel. Given how important (and missing) Jace Beleren is on Ravnica, you could easily have Ravnicans arrive on another world of the prime material plane searching for him or possibly hoping to expand their guild's influence elsewhere in the multiverse (remember that the guilds, being powerful institutions in a planet-sized city are likely to be larger and more powerful than most empires.)
But what do I recommend taking?
Let's start with the obvious:
GGtR has new races, class options, and monsters/NPCs. Allowing players to play as Minotaurs, Centaurs, Loxodons, Simic Hybrids, or Vedalken in a different setting could give them just the option they've been looking for. You might need to re-skin these races if you're just stealing the stats without creating a canonical connection between the worlds (particularly the rather guild-specific Simic Hybrids.)
Monsters can of course easily be re-skinned, not that they need too much work, and of course NPCs could fit with certain archetypes that exist elsewhere in fantasy. There are also a handful of spells and magic items that you could incorporate into the game as well.
One invaluable thing that the book provides is a set of chapters on guild-based adventures that contain a map for a mini-dungeon (something you could easily do in one sitting) for each guild. These spaces are perfect for many different kinds of adventures and provide a number of suggestions that, again, could work within those archetypes and genres.
Finally, I think that the use of factions and renown is expanded upon in interesting ways in this book. While Waterdeep: Dragon Heist of course also uses the system to flesh out the city (it's either clever strategy on the part of Wizards or a happy coincidence that they released an urban adventure book and Ravnica as a new setting so close to one another. You could probably translate Waterdeep: Dragon Heist into Ravnica: Zino Heist pretty easily.
But to the point: if you want to play with the idea of players getting serious rewards for working with a faction in your world, take a look at the ideas they have in here. The Contacts tables also provide a lot of inspiration for NPCs that are important to the player characters, giving each member of the "main cast" a number of "supporting characters" that will provide you with a lot of interesting NPCs and always give you easy ways to start up an adventure.
One thing I really like is the idea that earning a certain rank in a guild gives you the means to live a certain lifestyle. You can thus focus on the money earned in adventuring to be spent on adventuring while not having to worry about paying for the inn or food.
While I'm hoping that I'll be able to run a true Ravnica-set game at some point in the not-too-distant future, I'm sure that elements from the book will make their way into my Sarkon setting. I already have a few factions that could easily use Rakdos, Dimir, and Orzhov elements (what can I say? I play black.)
So what can we steal from this book for our own settings or perhaps established settings that we're playing in?
First off, I think you can justify things in two ways: one is that these elements just appear in different forms in other settings - it's just coincidence or some unknown natural law that brings, say, Vedalken into existence in multiple planes (much as it does in the worlds of Magic.) Another is that you can have Ravnicans arrive in your worlds through planar travel. Given how important (and missing) Jace Beleren is on Ravnica, you could easily have Ravnicans arrive on another world of the prime material plane searching for him or possibly hoping to expand their guild's influence elsewhere in the multiverse (remember that the guilds, being powerful institutions in a planet-sized city are likely to be larger and more powerful than most empires.)
But what do I recommend taking?
Let's start with the obvious:
GGtR has new races, class options, and monsters/NPCs. Allowing players to play as Minotaurs, Centaurs, Loxodons, Simic Hybrids, or Vedalken in a different setting could give them just the option they've been looking for. You might need to re-skin these races if you're just stealing the stats without creating a canonical connection between the worlds (particularly the rather guild-specific Simic Hybrids.)
Monsters can of course easily be re-skinned, not that they need too much work, and of course NPCs could fit with certain archetypes that exist elsewhere in fantasy. There are also a handful of spells and magic items that you could incorporate into the game as well.
One invaluable thing that the book provides is a set of chapters on guild-based adventures that contain a map for a mini-dungeon (something you could easily do in one sitting) for each guild. These spaces are perfect for many different kinds of adventures and provide a number of suggestions that, again, could work within those archetypes and genres.
Finally, I think that the use of factions and renown is expanded upon in interesting ways in this book. While Waterdeep: Dragon Heist of course also uses the system to flesh out the city (it's either clever strategy on the part of Wizards or a happy coincidence that they released an urban adventure book and Ravnica as a new setting so close to one another. You could probably translate Waterdeep: Dragon Heist into Ravnica: Zino Heist pretty easily.
But to the point: if you want to play with the idea of players getting serious rewards for working with a faction in your world, take a look at the ideas they have in here. The Contacts tables also provide a lot of inspiration for NPCs that are important to the player characters, giving each member of the "main cast" a number of "supporting characters" that will provide you with a lot of interesting NPCs and always give you easy ways to start up an adventure.
One thing I really like is the idea that earning a certain rank in a guild gives you the means to live a certain lifestyle. You can thus focus on the money earned in adventuring to be spent on adventuring while not having to worry about paying for the inn or food.
While I'm hoping that I'll be able to run a true Ravnica-set game at some point in the not-too-distant future, I'm sure that elements from the book will make their way into my Sarkon setting. I already have a few factions that could easily use Rakdos, Dimir, and Orzhov elements (what can I say? I play black.)
First Look at Guildmaster's Guide to Ravnica
I got Guildmaster's Guide to Ravnica today!
I'm only a bit of the way through it - right now I'm going through each of the guilds, and their mechanical function is becoming apparent:
Guilds combine player backgrounds and factions to become something as definitional to a player character as their race and class. While you can play guildless characters (using other backgrounds,) I think that any Ravnica game I ran (at least the first one) would require that everyone choose a guild.
The book also gives guidelines of what sort of class combinations would make sense for mono-guild parties, though again, I'd encourage players to be a little more of a motley crew (the Rakdos member would probably wear actually motley.)
Guilds come with background-like benefits, but they also function as factions with a renown system. While I think that system ought to be optional in other settings, the role of the guilds in Ravnica is so important that I think that any proper Ravnica game should include it.
One thing I'd be concerned about is that a mixed-guild group might find it hard to advance to the higher tiers of renown within their respective guilds. That might simply be the price they pay and reflect the difficulties of reaching across guild lines, but I think a DM might become a little more generous with the amount of renown that they award for completing different tasks.
These rewards range from friendly NPCs who assist you on official guild business or magical items to bigger story-based things like having enough of a reputation to talk with the highers-up in your guild. There's no explicit method to become the Guildmaster yourself, but you can become quite a major figure in your guild, such that the guildmaster might know you personally and even seek out your advice.
While very few D&D races exist in Ravnica (basically just humans, elves, half-elves - which makes sense given the previous two - and goblins,) there are myriad additional races they've introduced: the blue-skinned intellectuals called Vedalken, the biomancy-enhanced Simic Hybrids, Minotaurs, Centaurs, and elephant-people called Loxodons.
I'd recommend allowing Tritons (from Volo's) to work as Ravnica's Merfolk (in Ravnica, Merfolk are amphibious and have legs, like Tritons) and allow Lizardfolk (also from Volo's) to serve as Viashino (who are basically lizard-people.) I'd even suggest digging through the Plane Shift articles like the one for Zendikar or Ixalan that have vampires as a playable race, as you'll find such bloodsuckers (or mind-suckers) within the Orzhov and Dimir guilds.
There's so much ground to cover in this book, and I've really only scratched the surface.
There is actually a section like my character options posts from a week or two ago, giving players good recommendations for classes and class options based on their guild. The book is a bit more conservative with its class recommendations, such that some guilds even lack any healing-capable classes, suggesting instead that they use alchemists to provide healing potions (though this ceases to be a problem if you have a mixed-guild party.)
There are obviously a lot of ways you could go about character creation here, but I really think that starting with the guild is a good choice. From there you can pick a race and class (for which they have recommendations) and move on.
One fun thing is that guilds each have guild spells that get added to the list of spell options for anyone with Spellcasting or Pact Magic. Most are existing but flavorfully-appropriate spells, but there are a handful of new ones, like the Dimir-only cantrip "Encode Thoughts," which creates a little ethereal strip of parchment with your current thoughts (or those of someone whose mind you are reading with magic) encoded into it that can then be read by others who know the spell.
Again, I'm only a couple chapters in, but I'm really excited about this book. The Dimir Operative background feature is one that I was literally laughing out loud about - you become a member of a second guild, but are secretly a Dimir Operative who has infiltrated it - and it encourages you not to tell the rest of the party! (If you've been watching the Broken Pact stream, I am pretty sure that College of Whispers bard Velma is actually Dimir, as opposed to Orzhov.)
Leafing through the rest of the book, there is a section about the Tenth District, which is where most of the guilds have their headquarters, as well as the Chamber of the Guildpact, which is the true center of Ravnica's government and where the Living Guildpact, Jace Beleren, has his office (as a planeswalker, Jace is almost never in, which means that his magical ability to keep the guilds in balance is usually not functioning, leading to greater tension in the city.)
There are also suggested story hooks and maps to buildings, sorted by guild. There is also a short adventure designed to show off the city in which a low-level party deals with a goblin gangster.
There are also magic items, including a Mizzium Apparatus that replicates the Wizard's School of Invention from Unearthed Arcana that didn't make it into the book proper.
While perhaps not quite on the scale of Mordenkainen's or Volo's, there are a fair number of monster and NPC stat blocks that should be invaluable in fleshing out the world. Most of these beings are affiliated with particular guilds, but of course a lot of stuff in the Monster Manual can get mixed in as well. There are stat blocks for each of the guildmasters, which should all provide challenging boss encounters for high-level parties - the highest challenge rating is Niv-Mizzet, at 26, while others like the Obzedat Ghost Council is a group of 5 CR 8 ghosts (but likely any encounter with them will involve many minions to protect them - including Orzhov Thrulls who are designed to intercept attacks.)
Of course, given the players' relationships with these guilds, any of these creatures could just as easily serve as allies instead of enemies, and the proportion of stat blocks that belong to NPCs rather than monsters is quite high. Indeed, as one ascends in rank within their guild, they can often get several NPC followers who will help them with guild business.
Given that Ravnica is becoming a true D&D setting, I recommend each Dungeon Master make it their own, potentially throwing in elements from other worlds - maybe they've used planar travel to get there or perhaps your version of Ravnica is different than the canon one. Tieflings would make great Rakdos performers, and I could totally imagine a Beholder being a high-level operative for House Dimir. Like I said earlier, a lot of D&D stuff can be re-skinned to work for Ravnica. The Tarrasque's stat block could function for one of the ancient, pre-guild gods of the plane known as the Nephilim, and its arrival within the biggest, densest city in the multiverse (unless that's Sigil) would be a catastrophe of campaign-capping proportions.
I'm still reading (since I started writing this post I've moved into the "city layout" part of the book,) and so I'll have some additional thoughts I'm sure. I'd be very excited to run a game set here, though there will be a lot for DMs to keep track of. I highly recommend having a prominent place in your notes to keep track of players' renown with their guilds, and finding ways to regularly award it to them - though this is something that can be spread out over the course of a campaign, so maybe it's best if it's a slow trickle.
I think you can probably build a campaign that is very episodic in nature by simply coming up with tasks for the party to do for their various guilds. But naturally I think it'll be more fun if there's something bigger brewing. Given the differences in alignment and flavor among player characters, I really recommend tailoring the story to the party. My inclination is always going to be to fill things with mysterious intrigue - classic Dimir stuff - but if your party is a group of Gruul, Rakdos, and maybe Izzet, you might instead focus on their anarchic struggle against an oppressive government - the Azorius making for ideal villains.
Personally I think that it'll be best if your party is composed of very different guilds - think something like Selesnya, Rakdos, Izzet, and Dimir - and play up the tension between their competing philosophies. This will likely force you to think carefully about who your campaign's big villain is, to come up with something that all four such players would consider a threat that needed to be stopped.
Naturally, just because a player is a member of a guild does not mean you can't have villains within those very guilds. Golgari are easy, as there is always a bit of backstabbing and intraguild conflict, but any guild can potentially have corrupt or misguided members in its ranks.
Anyway, I'll talk more about story once I've read what they have to say about it.
I'm only a bit of the way through it - right now I'm going through each of the guilds, and their mechanical function is becoming apparent:
Guilds combine player backgrounds and factions to become something as definitional to a player character as their race and class. While you can play guildless characters (using other backgrounds,) I think that any Ravnica game I ran (at least the first one) would require that everyone choose a guild.
The book also gives guidelines of what sort of class combinations would make sense for mono-guild parties, though again, I'd encourage players to be a little more of a motley crew (the Rakdos member would probably wear actually motley.)
Guilds come with background-like benefits, but they also function as factions with a renown system. While I think that system ought to be optional in other settings, the role of the guilds in Ravnica is so important that I think that any proper Ravnica game should include it.
One thing I'd be concerned about is that a mixed-guild group might find it hard to advance to the higher tiers of renown within their respective guilds. That might simply be the price they pay and reflect the difficulties of reaching across guild lines, but I think a DM might become a little more generous with the amount of renown that they award for completing different tasks.
These rewards range from friendly NPCs who assist you on official guild business or magical items to bigger story-based things like having enough of a reputation to talk with the highers-up in your guild. There's no explicit method to become the Guildmaster yourself, but you can become quite a major figure in your guild, such that the guildmaster might know you personally and even seek out your advice.
While very few D&D races exist in Ravnica (basically just humans, elves, half-elves - which makes sense given the previous two - and goblins,) there are myriad additional races they've introduced: the blue-skinned intellectuals called Vedalken, the biomancy-enhanced Simic Hybrids, Minotaurs, Centaurs, and elephant-people called Loxodons.
I'd recommend allowing Tritons (from Volo's) to work as Ravnica's Merfolk (in Ravnica, Merfolk are amphibious and have legs, like Tritons) and allow Lizardfolk (also from Volo's) to serve as Viashino (who are basically lizard-people.) I'd even suggest digging through the Plane Shift articles like the one for Zendikar or Ixalan that have vampires as a playable race, as you'll find such bloodsuckers (or mind-suckers) within the Orzhov and Dimir guilds.
There's so much ground to cover in this book, and I've really only scratched the surface.
There is actually a section like my character options posts from a week or two ago, giving players good recommendations for classes and class options based on their guild. The book is a bit more conservative with its class recommendations, such that some guilds even lack any healing-capable classes, suggesting instead that they use alchemists to provide healing potions (though this ceases to be a problem if you have a mixed-guild party.)
There are obviously a lot of ways you could go about character creation here, but I really think that starting with the guild is a good choice. From there you can pick a race and class (for which they have recommendations) and move on.
One fun thing is that guilds each have guild spells that get added to the list of spell options for anyone with Spellcasting or Pact Magic. Most are existing but flavorfully-appropriate spells, but there are a handful of new ones, like the Dimir-only cantrip "Encode Thoughts," which creates a little ethereal strip of parchment with your current thoughts (or those of someone whose mind you are reading with magic) encoded into it that can then be read by others who know the spell.
Again, I'm only a couple chapters in, but I'm really excited about this book. The Dimir Operative background feature is one that I was literally laughing out loud about - you become a member of a second guild, but are secretly a Dimir Operative who has infiltrated it - and it encourages you not to tell the rest of the party! (If you've been watching the Broken Pact stream, I am pretty sure that College of Whispers bard Velma is actually Dimir, as opposed to Orzhov.)
Leafing through the rest of the book, there is a section about the Tenth District, which is where most of the guilds have their headquarters, as well as the Chamber of the Guildpact, which is the true center of Ravnica's government and where the Living Guildpact, Jace Beleren, has his office (as a planeswalker, Jace is almost never in, which means that his magical ability to keep the guilds in balance is usually not functioning, leading to greater tension in the city.)
There are also suggested story hooks and maps to buildings, sorted by guild. There is also a short adventure designed to show off the city in which a low-level party deals with a goblin gangster.
There are also magic items, including a Mizzium Apparatus that replicates the Wizard's School of Invention from Unearthed Arcana that didn't make it into the book proper.
While perhaps not quite on the scale of Mordenkainen's or Volo's, there are a fair number of monster and NPC stat blocks that should be invaluable in fleshing out the world. Most of these beings are affiliated with particular guilds, but of course a lot of stuff in the Monster Manual can get mixed in as well. There are stat blocks for each of the guildmasters, which should all provide challenging boss encounters for high-level parties - the highest challenge rating is Niv-Mizzet, at 26, while others like the Obzedat Ghost Council is a group of 5 CR 8 ghosts (but likely any encounter with them will involve many minions to protect them - including Orzhov Thrulls who are designed to intercept attacks.)
Of course, given the players' relationships with these guilds, any of these creatures could just as easily serve as allies instead of enemies, and the proportion of stat blocks that belong to NPCs rather than monsters is quite high. Indeed, as one ascends in rank within their guild, they can often get several NPC followers who will help them with guild business.
Given that Ravnica is becoming a true D&D setting, I recommend each Dungeon Master make it their own, potentially throwing in elements from other worlds - maybe they've used planar travel to get there or perhaps your version of Ravnica is different than the canon one. Tieflings would make great Rakdos performers, and I could totally imagine a Beholder being a high-level operative for House Dimir. Like I said earlier, a lot of D&D stuff can be re-skinned to work for Ravnica. The Tarrasque's stat block could function for one of the ancient, pre-guild gods of the plane known as the Nephilim, and its arrival within the biggest, densest city in the multiverse (unless that's Sigil) would be a catastrophe of campaign-capping proportions.
I'm still reading (since I started writing this post I've moved into the "city layout" part of the book,) and so I'll have some additional thoughts I'm sure. I'd be very excited to run a game set here, though there will be a lot for DMs to keep track of. I highly recommend having a prominent place in your notes to keep track of players' renown with their guilds, and finding ways to regularly award it to them - though this is something that can be spread out over the course of a campaign, so maybe it's best if it's a slow trickle.
I think you can probably build a campaign that is very episodic in nature by simply coming up with tasks for the party to do for their various guilds. But naturally I think it'll be more fun if there's something bigger brewing. Given the differences in alignment and flavor among player characters, I really recommend tailoring the story to the party. My inclination is always going to be to fill things with mysterious intrigue - classic Dimir stuff - but if your party is a group of Gruul, Rakdos, and maybe Izzet, you might instead focus on their anarchic struggle against an oppressive government - the Azorius making for ideal villains.
Personally I think that it'll be best if your party is composed of very different guilds - think something like Selesnya, Rakdos, Izzet, and Dimir - and play up the tension between their competing philosophies. This will likely force you to think carefully about who your campaign's big villain is, to come up with something that all four such players would consider a threat that needed to be stopped.
Naturally, just because a player is a member of a guild does not mean you can't have villains within those very guilds. Golgari are easy, as there is always a bit of backstabbing and intraguild conflict, but any guild can potentially have corrupt or misguided members in its ranks.
Anyway, I'll talk more about story once I've read what they have to say about it.
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