A Guide to the Giant Lore in Glory of the Giants

My most recent post was a quick breakdown of the recently released Dungeons & Dragons sourcebook, Bigby Presents: Glory of the Giants. In that post, I focused on what was in the book with a promise of doing deeper dives into the five key takeaways I found worthwhile in the book. The first of those was the deep, and expansive lore of Giants and Giantkind that it offers, and in this post I’m going to be focusing on that lore and how to use it in your upcoming campaigns. So, without further adieu, let’s do a lore dump:


The Ordning

The book is presented as a history written by the iconic D&D Wizard Bigby along with inserts from the demigod who is revered by Giants, Diancastra. If you’ve never read anything about the Giants of Dungeons and Dragons, one of the key aspects to understand is that they are one of the oldest beings in the Forgotten Realms and that their progenitor, Annam possibly aided in creating the Inner Planes. Another main factor in the world of giants is known as The Ordning.

Giants are and have always been organized in a rigid social hierarchy. The Ordning dictates their roles, responsibilities, and status within giant society. The Ordning is based on strength and lineage, with the most powerful giants rising to the top of the hierarchy. As pointed out in the book and also in the Monster Manual, there are six main types of giants.

At the top of the Ordning are the Storm Giants, the most powerful and respected of all giants. They are followed (in order) by the Cloud Giants, Fire Giants, Frost Giants, Stone Giants, and Hill Giants. While each type of giant has its own unique strengths, weaknesses, and cultural traditions, none of them can break the order of the Ordning and their rank in life is dictated by the type of giant they are.


Gods of Giantkind

D&D is filled with tales of Gods and Goddesses of all kinds, and Giants have their own set of deities. The book focuses on eleven of these deities. I always find its good to have some idea of the Gods in any world that you can pull on as DM to add into your campaigns.

Annam:

Annam, The All-Father, progenitor of Giants in D&D.

Annam is, for all intents and purposes, one of the oldest and most powerful gods in the worlds of D&D. Some myths claim that he created the world, some that he took the shattered First World created by the Dragon deities Bahamut and Tiamat, and used them to create many worlds, and there are various other tellings.

The important part is to know he is the creator of Giants, the All-Father. And for some reason, likely because Giants didn’t live up to their potential due to in-fighting, he is believed to have nothing to do with the world of mortals. Because of this, few giants still worship him as he is seen as absent and uncaring.

The hook I’d take from this for a campaign is that he has been paying close attention and has just been biding his time for an unfathomably long time and for a good reason. What that reason is is for you as DM to decide.

Diancastra:

Annam’s youngest child, daughter to him, and a Giant mother, Diancastra has spent her existence trying to prove her place amongst the pantheon of Giant gods. Unlike many of these gods, who are renowned for their strength, she is seen as clever and brave. She is worshipped by many giants and non-giants who value strength of mind over brute strength.

I personally find Diancastra to be maybe the most intriguing god to include in your own game. Imagine a sort of secret underground Giant enclave that focuses on using trickery and cleverness to reclaim Giant heirlooms, with the ultimate goal of reaching Annam and bringing his focus back to the mortal world. Or, maybe they have come to reject The Ordning as it holds Giantkind back, and all types of Giants under Diancastra’s guidance are working in the shadows to overthrow other mortal kingdoms and take their place at the top of the hierarchy of this plane. A large cabal of all Giantkind as your BBEG would be pretty incredible.

Memnor:

To put it in simplest terms, Memnor is the villainous god of Giantkind. Much like Annam, he is ancient and the sagas are unsure if he is Annam’s son or brother. Either way, he is out to take the throne from Annam and to restore the Giants to their “rightful” place above all other mortals. He is manipulative and evil, and his worshippers are the same.

If you’re going to have Annam in the background of your campaign, it makes sense to have Memnor included as his foil. The book gives the perfect way to use Memnor by having his worshippers and priests secretly work against the other priests of Giantkind. Maybe the followers of Annam and Diancastra are working to bring all of the Giants together to create their own space to coexist peacefully amongst mortals, and the priests of Memnor are right there working in the background, bringing together a small army to lead the Giants to destroy other mortals and reclaim this world as theirs.

Stronmaus:

The oldest of Annam’s children, Stronmaus is seen as an optimistic, jovial god who loves life and has bountiful energy. This gets in the way of recognizing the foolhardiness and vileness of the other gods. When his father withdrew from the affairs of mortals, Stronmaus stepped up and took his place, but it hasn’t gone as he expected and he is frustrated by the experience.

This is the last Giant god I will go into detail on and that is because I like the idea of putting Stronmaus and his priests in charge, but they aren’t taken seriously by the other gods or their worshippers. As the others work behind his back, scheming at whatever you think up, he plays the role of an optimistic buffoon, but in reality, he is working his own plans to stop them in their tracks. Maybe this moment is what Annam has been waiting for, watching his eldest child finally step into the role fully and wholeheartedly and finally bring back the glory of the Giants.

The Others:

The book offers similar info on the others, all of it useful, but these were the ones that stood out to me. You could have fun with the rivalrous brotherhood of Thrym and Surtur. You could focus on an area in your world where Goliaths and/or Firbolgs live and worship Hiatea. Or you could have a Cult of Karontor, the wicked god whom Annam banished to the Underdark. There is much that can be done with any of the gods in this book, as always with being a Dungeon Master, all it takes is a bit of imagination and a vision for the campaign you want to run.

The Six Main Types of Giant:

As stated above, within the rigid hierarchy of the Ordning, six main types of Giants stand out. Let’s take a look at each of these.

A powerful Storm Giant moves through the halls of her castle at the bottom of the sea.

Storm Giants:

Reigning supreme at the pinnacle of the Ordning are the Storm Giants, the embodiment of raw power and elemental fury. Storm Giants can live for upwards of 600 years and in that time they will generally stay relatively to completely solitary. They also are the most kind and wise of the Giants and will stay so unless provoked, at which point their fury is boundless and destructive.

They spend the majority of their long lives watching for omens and signs of Annam’s return, wishing for nothing more than to restore the glory of the ancient days of the glorious Giant empires. Because of these centuries of watching, they are fonts of knowledge and can also foretell coming calamities, and, if adventurers are respectful, the Storm Giants may share their knowledge and aid in saving the mortal world.

Their massive castles can be found unimaginably high above the surface, or in the deepest depths of the sea. The only common point is they are far from civilization and nigh impossible to reach. Though they sit at the top of the Ordning they have no interest in where they rank within the hierarchy. They mostly stay out of the squabbling of other Giantkind unless there is a major, possibly world-shattering event occurring or on the horizon.

There is, however, one type of Storm Giant that breaks all the rules of their kind. These are known as Tempest Callers, I will share more about them in the follow-up post about Monsters in Glory of the Giants.

Cloud Giants:

The second most powerful in The Ordning, Cloud Giants can live to 400 years of age. They can dwell in ethereal cities suspended among the clouds, or in castles on the highest peaks. While Storm Giants are distant and detached, Cloud Giants sit proudly over their Giantkin and other mortals, and many of them actually see themselves as the most powerful and highest status of all Giants. Because of this they often are known to make other, lower Giants, work for them, and more-or-less worship them.

Their main focus in life is on amassing and holding onto wealth and power. But, the wealth they acquire must be more than gold, they are not dragons sitting on a horde, they seek extravagant and beautiful items which they use to show off their wealth. They wish to own things that gold can buy, but also that which cannot be bought. Because of this, they are known for making great and unimaginable wagers against one another in order to rise in the ranks of their society. This gambling is taken to a new level with one of the new monsters in the book, the Destiny Gambler, another monster I will focus on in the upcoming post.

Fire Giants:

Fiery tempers and a penchant for forging fiery weapons characterize the fire giants, denizens of volcanic lairs, and molten forge-halls. Their mastery of fire and metalworking has earned them a reputation as formidable warriors and artisans. If Cloud Giants build clout amongst their ranks with wealth and luxury, Fire Giants do so by becoming master crafters.

Next to craftsmanship, Fire Giants see martial prowess as a skill of great importance. They put their expertly-crafted weapons and armor to use in waging wars and while they may be seen as brutish warriors, they are much more and will use their time-tested battle tactics (they can live up to 350 years) to destroy the most powerful of armies. Once this destruction has occurred they will take the surviving members of the enemy army and turn them into serfs, working their mines, farms, and fields for the rest of their lives.

Because of their crafting abilities and lower rung in The Ordning, they are often exploited by Cloud Giants to craft wondrous items to show off their wealth and power over lower Giants.

Frost Giants:

If Fire Giants are masters of fires and forges, Frost Giants are masters of frigid wastes and ferocity. Frost giants thrive in the harsh environments of icy mountains and glaciers. Their bodies are toughened by the cold, and their formidable endurance allows them to withstand the harshest conditions.

The easiest way to think of Frost Giants is to imagine Giant Vikings, at least the typical view of Vikings. They respect and care for nothing more than brute strength, the ranking of a Frost Giant amongst its people is based purely on how powerful and ferocious it is. Unlike their fiery brethren, they have no purpose for crafting anything on their own and merely pillage weapons clothing, armor, food, and whatever else is left from those whom they battle against. Their greatest foes are Dragons and the highest-ranking amongst them will have killed a Dragon and stolen its scales to create plate armor and their teeth and claws to create weaponry.

Along with killing and pillaging, Frost Giants are adept at navigating treacherous terrains, and their knowledge of the frozen realms is unmatched, because of this they are skilled hunters and their diet consists of freshly killed animals amongst the expansive, icy tundras they call home.

Stone Giants:

Carving their homes from solid rock, stone giants are the embodiment of ancient strength and resilience. Their bodies are as hard as stone, and their connection to the earth grants them an uncanny understanding of its secrets. Stone giants are guardians of tradition, keepers of ancient lore, and their patience and wisdom are highly valued among their kin.

Stone Giants most resemble Storm Giants in their demeanor and are likely to live in quiet solitude amongst the far-off reaches of the rocky wilderness. The longest-lived of all Giants at up to 800 years, they are private and peaceful and care mostly about creating art in their secluded caves. Outside of art and artistry, the only other activity they hold in high esteem is rock throwing, which is their main defense against outside attacks.

Possibly the most intriguing bit of Stone Giant lore that is only found amongst them is that they view anything that happens outside of their own inner sanctums, their underground homes, as taking part in a sort of dream world. Because of this, they can be seen as evil or violent, when in reality their actions out in the open are seen as inconsequential to them, not real in any way.

One thing Glory of the Giants adds to Stone Giant lore is their penchant for rune carving. This could be used as a backstory tool if you have a player who chooses to take the new background found in the book, The Rune Carver, which I will be covering in a later post about the new PC options.

Hill Giants:

If you have a Giant in your mind, especially if you haven’t played much D&D, Hill Giants are likely what you’re envisioning. The most common and widespread of the giants, hill giants dwell in the foothills and mountainous regions. Their stature is shorter than their kin, but they still command respect and fear due to their brute strength and territorial nature. Put simply, Hill Giants are big, dumb, lazy, bullies.

They’re literally too stupid to realize that there even is an Ordning, but they fall into it because they see size as power. Because of this, they will unapologetically attack any smaller creature that crosses their path because it is weak and they are hungry. This is an important aspect to Hill Giants. They are always hungry. If they enter a village or a farm they will kill and eat everything that they can get their hands on.

Because of their idiocy and rage, there is also a good chance that Hill Giants will fight with one another and may likely kill each other in the ensuing battle over any perceived slight. They may be smaller and weaker than any other type of Giant, but they are formidable foes because of their chaotic evil nature and the fact that there is little chance of talking them out of an all-out fight to the death.

Giant Organizations:

The last bit of lore I found interesting and worth noting from Bigby Presents: Glory of the Giants, was the section on Giant Organizations. I found that these offered a unique way to bring Giants into a campaign other than the typical ways of coming across some Hill Giants fighting or going on a fetch quest for a Cloud Giant.

The section starts by saying, “Many giants are oriented to small family groups or particular interests of their kind. However, some organizations unite giants across the divides of the Ordning…” The section then offers up three organizations with adventure hooks included, and I think it is worthwhile to look at the groups known as the Hidden Rune, the Stewards of the Eternal Throne, and the Worldroot Circle.

Hidden Rune:

Basically, the Hidden Rune is a group of Giant scholars focused on collecting and preserving all of the knowledge of Giants in order to aid future Giant civilizations when they finally return to their former position of power over the Material Plane. It is said they have members on all worlds of the Material Plane searching for and documenting all of Giant civilization’s history.

They have an archive hidden on the Elemental Plane of Earth where they are working to piece together a complete history of Giants. They view this pursuit as a pure act of preservation of the past in order to help the Giants of the future.

The book, in a side note, also hints that the name Hidden Rune comes from a myth of a powerful rune created by Annam that was hidden when the ancient Giant empires fell. They believe if they can find this Hidden Rune, they can help restore themselves to their former stations of power.

Stewards of the Eternal Throne:

The lore in the book continually points out that at some point in time in ancient history, the Giants were a massive, powerful empire that spanned across the multiverse with Annam leading them all, and that something, which differs wildly, caused this empire to decline and eventually fall. This is the point in history when Annam abandoned his people and went into seclusion.

The Stewards of the Eternal Throne believe the Giants of this ancient empire failed in their responsibilities. They believe it was the Giants’ job to guide the lesser peoples of these ancient worlds towards wisdom and prosperity, but instead, they dominated these people, subjugated them, exploited resources, and were vile rulers. Because of these actions, Annam destroyed this empire, cast them out of their places of power, and retreated from the Material Plane. It is their job to atone for the acts of the Giants of the past and regain Annam’s favor.

They are a knightly order that is spread across the entire Material Plane. They swear an oath to uphold fundamental tenets of Stewardship, Protection, Education, and Peace. The Stewards are made up of all types of Giants and Giantkin, but they also work with all other peoples across their respective worlds including humanoids, but also ancient and powerful beings like Dragon, and even the Gods of revered by other folk.

Worldroot Circle:

The Worldroot Circle is essentially a group of Giant druids, for ease of understanding. This section of the book says, “A saga chanted among the giants of the Worldroot Circle describes a great tree that grew on the First World at the dawn of time. Planted and tended by the god Corellon, this tree was a seedling of the mighty Yggdrasil, the World Tree that connects all of the Outer Planes. When the First World was destroyed, seeds from this great tree scattered into the void of the Material Plane.”

It goes on to explain how Annam collected and took care of these seeds until each of them grew into the worlds that make up the Material Plane.

Those members of the Worldroot Circle see themselves as the gardeners left on these worlds and entrusted with taking care of the worlds Annam made. Whether its an actual tree or some geographical feature they believe to be the root of the world, they strive to take care of it. They gather at these points and perform rites to take care of and nurture their respective worlds, while at the same time creating a connection to the members of other worlds. They work together to create balance and harmony across The Material Plane.

While this is just a bit of the lore offered within Bigby Presents: Glory of the Giants, I think there is a lot here that you as a Dungeon Master can take and integrate into your world and campaign. As long as Giants have been a part of D&D, they often seem to be overshadowed by some of the other bigger monsters out there, but there is an awesome bit of backstory and history to use here, especially with these new organizations included.

I personally, would love to run a campaign where all three organizations are running at once, and slowly they weave together to bring Annam back and return peace and prosperity to Giants. Maybe even crafting a new world that is home to all Giantkind. Feel free to use that, or use anything you like here.

Up next I’ll be focusing on some awesome and terrifying new monsters that Glory of the Giants offers to throw into your upcoming sessions.

Using Bigby Presents: Glory of the Giants to Enhance Your Campaigns

It’s been a few months since Wizards of the Coast released Bigby Presents: Glory of the Giants. As a big fan of those big guys, the Giants, I had the book on pre-order and had planned on writing a review not long after I received it. However, its release was marred by its controversial inclusion of AI-generated art, surprisingly short length (192 pages), high price tag ($70?!), and more. These controversies made it challenging to focus on the book's content and provide an objective review, so I decided to give it some space to breathe and come back to it at a later date.

Months later, I’ve taken the time to thoroughly give it a read and I think the better path to take is to focus on what is in there that will be useful for you Dungeon Masters (DMs) out there who want to effectively and creatively use Giants in your upcoming sessions and campaigns. There is a lot to cover here, so to make it a bit more digestible, I am going to post it as a series of shorter blogs covering each section of what I include below. Let’s take one giant leap into the world of Giants.


What’s in the Book?

The Hill Giant from the First Edition Monster Manual.

Lotsa Lore:

Giants have long held a position of awe and reverence in the world of Dungeons and Dragons, in fact they’re one of the monsters that has been found in the game since it released in 1974. In those years there have been various iterations of their long and deep history for Dungeon Masters to pull from. However, Bigby Presents: Glory of the Giants offers the most in-depth and complete version of this and will give you so much to work with when adding them into your game. The book traces the giants' origins from primordial chaos to their current place in the world, detailing their interactions with other races and their role in shaping the Forgotten Realms.

These towering figures command respect and embody the power of nature itself. Within the pages of Glory of the Giants you’ll find a treasure trove of information on these formidable creatures with a comprehensive guide that unveils their history, culture, and societal structures.

That is the biggest and greatest aspect of this book, its lore. It gives a near full Saga on the Giants and their brethren throughout the history of The Forgotten Realms and it does so with a focus on being able to introduce the lore into your adventures.

Not only does it offer a crash course on the annals of giant history, tracing their origins from the primordial chaos to their current place in the world, the book also meticulously explores the diverse types of giants, from the formidable cloud giants to the enigmatic storm giants, each with their unique traits, customs, and motivations. This detailed exploration allows DMs to craft compelling storylines that weave giants seamlessly into the fabric of their campaigns. In this recent post, I’ve explored this lore and offered a few ways I think it could be used in your campaigns.

New Monsters!:

While they don’t have to be monsters, the simple fact is to most anybody, even in a fantasy realm, a Giant would be a terrifying figure to come across. The book offers up 71 new monsters, which is a massive amount of new baddies for such a short sourcebook. I already covered one of my favorites, a Barrowghast, in my post on Terrifying Monsters for a Horror Campaign. However, there are countless types of monsters found in here including gargantuas, magic-using Giants, cultists, Scions of Giants’ Gods (my faves)r and even dinosaurs. In my post on monsters I’ve included my favorite ones found in Bigby Presents: Glory of the Giants and offered some ways that I might use them in my own campaigns, feel free to take them for your own. As I’ve said before, one of the best ways to make DMing easier is to take ideas and use them in your own campaigns.

Backgrounds, Subclasses, and Feats, oh my!:

Are you a player, or do you have a player in your game who is going through the character creation stage (if they are, you might send them here for some tips wink) who wants their character tied to Giants? Good news: Glory of the Giants offers up quite a few new ways to make this dream come true. If you’re planning on playing one of the physically largest D&D classes out there, Barbarians, there’s a new Giant subclass for you. If you want the backstory of your character tied to Giants, there are two options for backgrounds to choose from. And finally, there are some new feats your characters can take that tie them to the world of Giants. All of these additions are great additions to the ever-growing option list for players looking to branch out and play something a little off-the-wall.

A Giant’s Share of Items:

You can never have enough fun items to add into your bag of holding or onto the shelves of the merchants around your world, and there are 30 new magic items to choose from within the pages of Bigby Presents: Glory of the Giants. It’s never a bad idea to drop some unique items around your world to simply make it feel bigger and more lived in, so I’ll share some of my favorites here for you to add into your games.

Giant Enclaves and Assorted Tables:

So, this is one of my only real gripes with the book and its that there are just sooooo many pages of tables. For some DMs that may be exactly what they’re looking for. For me, I find tables to be mind-numbingly boring and while they may spark creativity, I find them to be akin to casting Bane on the creative mind. There are also mini maps with adventures sprinkled in that take up a decent portion of the book. I will include the ones that stood out, but truly I found it a slog trying to get through most of this stuff, so I’ll save them for the last post.


Those are the five main takeaways from Bigby Presents: Glory of the Giants. As I said above, I will be releasing a breakdown of each of these sections as its own blog post to give you a chance to break up the readings and to easily focus on the aspects that most interest you for your own campaigns.

Let me know in the comments or by emailing me at Cavan@TheNewDm.com to let me know if you prefer this approach over long-form posts.

Until then, Happy Adventuring!

Gen Con 2023 Review: My Not-so-favorite Things

I recently shared my favorite moments from Gen Con 2023, and while it was an unforgettable year for me, I believe in being honest about my experiences – even the less-than-perfect ones. So, here's a closer look at a few things that didn't quite live up to the hype at this year's con.


Lorcana

Alright, let's dive right into my "hot take." I was lucky enough to snag a ticket to play the hottest game at Gen Con 2023: Ravensburger’s new trading card game (TCG), Lorcana. For those TCG enthusiasts out there, you already know that the game (as are most TCGs) is a derivative of Magic: The Gathering, or Pokémon, or every other TCG on the market.

Now, I must admit, I’m not a TCG person. I remember seeing kids in the halls at my high school playing MTG and Pokémon, but it never interested me. Firstly, because I was – in my head, and looking back on it, stupidly – too cool for that stuff. Look at us now, young Cavan. But, also, it seemed like a thing to spend a ton of money on hoping that you got the best cards in order to, maybe win a game against some friends, which I do like, but more likely to get someone to buy at an unimaginably high price, which I don’t like. Now, we have Elsa, Stitch, and Mickey Mouse on cards and we all can see where that will lead, especially with the foil cards: jacked-up prices that people, especially kids, will spend because it’s Disney.

We already saw what chaos it can cause during the con as there were actual physical altercations in the line. Plus, the line caused a massive headache area in the hallway. Not only that, but the line started at 6 p.m. for a 10 a.m. opening, which if that’s what you’re at Gen Con for, then kudos to you. For me, I was happy to play and get a starter set. 

Which, brings me to the game itself. The game is, well, fine. If you've played any TCG, you'll recognize the mechanics, just with Disney flair. They've renamed things, like "mana" being called "ink" and "tapping" being "exerting." Rather than attacking each other’s characters in order to reduce life points, your goal is to accumulate 20 lore points by sending characters, known as Glimmers, on quests. Some cards add lore, some subtract, some are characters, and some are items.

 
 

During my playthrough, I couldn't help but compare Lorcana to the Star Wars: Unlimited demo I had just done. The latter had cool game mats, life trackers, and sleek components. Lorcana had cards and LCD writing tablets. Not exactly magical.

Lorcana has potential, but it left me wanting more – especially considering its Disney pedigree. I will say that the art is solid, and I love that it’s all original art instead of utilizing film stills or something like that. I will also say the guy leading us through the game was fantastic and you could tell, though he was exhausted, he really cared for the product, even if the experience felt more like a cash grab to me. I can’t completely hate on Ravensburger, I mean, make money where you can. They do make decent games that I love; Horrified is always out in October at our house, and Villainous is a great Disney-based game. But, Lorcana, it’s not my cup of tea, or my well of ink, or something like that.

Kobold Press’s Tales from the Wastes: The Sanctum

It’s hard for me to put this here because I was completely of two minds about this experience. First off, this was my first experience at Gen Con 2023 and it happened at 10 a.m. on Thursday. So, I was giving them a bit of leeway with the experience because anything on the first day, especially that early in the day is going to be a bit rocky. 

It was a 5e game, so we were given a handful of character sheets to choose from to play, as I never get to play, I chose a class and species I hadn’t done before, a Ratfolk Wizard. The group I played with was fantastic. Everyone was friendly, fun, and we meshed well as a group, no murder hobos, no scene stealers. As an added bonus, our DM was great as well, which was something I had at every table I played at at Gen Con this year. 

The beginning was straightforward, we explored a town, chatted with townsfolk, and learned about The Speaker. An esoteric, pied piper sort of guy who the town was enthralled with. Easy peasy.

The problem? Once we reached The Sanctum, things went awry. I won’t spoil how we got there, or anything like that. However, we spent nearly 45 minutes in a room talking to people who only repeated blessings to The Speaker and vague references to The Mother, whom we had never heard of.  It felt like a dead-end. So much so that one guy at the table straight asked the DM, “So, are we just supposed to walk around until something happens?” Eventually, I stumbled upon a clue, and it led straight into the final battle. The battle went well and was reasonably tough, but, as expected we won.

The biggest disappointment was entering The Inner Sanctum of The Sanctum to see a grisly scene of death and mutilation, a shrine to something. However, the group I played with and I will never know to what, because even with a Nat-20 perception check to find an inscription, none of our pre-made characters could speak Abyssal. Yep, our premade characters from the makers of the adventure couldn’t read the language needed to get to the end of it. And so, we were left without an answer.

The game had its fun moments, but the lack of resolution and guidance left me wanting more. Still, I bought a Kobold Press book later, so no hard feelings. But, come on, someone tell me what the shrine said. Please!?

Daggerheart

I know I listed Daggerheart among my favorite things at Gen Con, but hear me out – I can have mixed feelings, right? Daggerheart itself seems like a good system that will be useful, especially for people who want to get a game going quickly. But, the session I was in, while overall pretty solid, was a bit of a letdown for two reasons. Firstly, we had a murder hobo at the table. Which, for me, is the worst kind of player around. I’m not a big battle-heavy person in D&D, give me mystery, give me fetch quests, give me roleplaying scenes, I love all that. Combat, while fun, and necessary in D&D, needs to be justified when it does happen. 

We eventually reined him in and got the game back on track, but that led me to problem number two, which was, funnily enough, the complete opposite direction. My character build was all about combat. I had drawn the card randomly and chosen a species that seemed to go well with it. The rest of the game, which I usually would be happy about, turned out to be completely non-combat went along without any fights at all and my character was, well, useless. So, I sat back, biding my time until I could intervene in a situation at the end, only to get arrested.

While I can tell that Daggerheart will be good, and I enjoy what it offers as a game, the game I got to play was just a bit blah. And truly, that was due to luck of the draw on one player and one card. Despite these hiccups, I'll give Daggerheart another shot when it's released. After all, everyone deserves a second chance to redeem themselves in the world of tabletop gaming.

Those were my more specific qualms with this year. Now, I have some general things that mar the experience a bit and I notice them every year that I attend. I’ll keep this short and, as sweet as possible because I’m starting to feel bad for complaining at all about something I enjoy so much and feel lucky to attend. 

Backpacks & Wagons, not nearly as fun as Dungeons & Dragons:

So, this trend is getting more and more popular, and in the words of my favorite clockwork automatons, it really grinds my gears: those folks who lug around giant gaming backpacks and wheel around wagons like they're on an expedition.

You’re standing at a table, getting a demo from a volunteer at a game booth when *shlabam* you get rocked in the side by a bag big enough to comfortably transport a halfling through Baldur’s Gate. You stumble, and trip and fall back into a wagon, “Farewell dearest shopkeep!”, you say, as you are whisked away through the convention.

Exaggeration? Yes. But come on, Gen Con aisles are chaotic enough! We don’t need to add these mobile fortresses to the mix. And the wagons, abso-freakin-lutely not, there is no way those should be allowed. Sure, people have their loot in there, but it feels like they're preparing for the tabletop gaming apocalypse. Can we all agree to downsize a tad and make the hallways more walkable?

70,000’s A Crowd:

Speaking of crowds, Gen Con has become the hottest ticket in town, rivaling the popularity of Eldritch Blast at a Warlock party. It's fantastic to see the gaming community thriving and our beloved event reaching new heights. However, at times, the crowd is overwhelming.

I understand there will be a crowd, but this year, on Thursday of all days, it was nearly impossible to get through some aisles in the dealer hall. This may seem a bit of a silly thing, but what makes it tough is when I went back through on Saturday I realized I had missed two of my favorite booths just because I literally couldn’t move through the crowd. Usually I’m only able to go for one day, so I would have just missed them.

I comprehend the monumental effort and financial investment it takes to pull off an event of this magnitude, especially after the hit Gen Con took from the pandemic. Yet, it's high time to contemplate a few options. Perhaps imposing a cap on attendance to ensure everyone savors the con without feeling like sardines in a can. Or, why not consider expanding the hall? It's a perfect segue into our next topic.

The Wizard Casts Teleport on the Artists & Authors

I have thought this since my first time attending the con, and it becomes more and more pronounced every time I’m here: the artists and the authors should not be in the dealer hall. And don’t get me wrong – I cherish my time in that corner, surrounded by mesmerizing artwork and engrossing conversations with authors. As an aspiring writer, I could get lost in those discussions for days. However, the area always looks a little overlooked, and that is because it likely is. Gen Con is a gaming convention, and while gaming includes books, art, cosplay, and a dozen other offshoots, the majority of the people in the dealer hall are there for one thing, games.

So, here's my modest proposal: let's liberate the artists and authors from the confines of the dealer hall. Reserve one or two of those spacious rooms just outside, and make it unmistakably clear with giant signs. Those who genuinely yearn for artistic and literary enrichment can seek solace there, away from the dealer hall's sensory overload. It's a win-win scenario: more room to roam and an opportunity to invite more game-makers. Trust me; it's a move Gen Con needs to consider.

Hotel Havoc

This will be my last true issue, and it is one of the few things I heard many people complain about. So, let's talk about the big elephant in the room – hotel prices at Gen Con. Now, I'm fortunate to live locally, but I've heard countless complaints about this issue, and it's hard to ignore. Travelers from far and wide have to cough up a small fortune just to have a place to rest their heads during the event. It's not a minor inconvenience; it's a full-on assault on your wallet that leaves you reeling.

I had a conversation with a guy over a plate of wings and a cold beer at Loughmiller's, and he and his buddies shelled out a jaw-dropping $1500 for a room, and they booked it nearly a year in advance! I get it; costs have been skyrocketing across the board in recent years, and private businesses set their own prices. But it genuinely saddens me to think that some folks are forking over what others make in a whole month just to secure a bed for four nights.

I know there's no quick fix for this, and it's not entirely in Gen Con's control, but it still leaves a bitter taste in my mouth.

Gen Con, Once a Year? Really?

"Finally, let's switch gears to a more delightful topic – the frequency of Gen Con. Now, by Sunday, I'm usually as worn out as the dice in my favorite set, and I'm sure many of you can relate. The whirlwind of gaming, or should I say 'gamenado,' leaves us exhilarated and exhausted. But here's the burning question: why does Gen Con have to be a once-a-year affair?

The gap between each Gen Con feels like an eternity. Can't we sprinkle a few more of these tabletop extravaganzas throughout the year? Maybe some smaller-scale Gen Con pop-ups? I know, I know, too much of a good thing and all that, but a bi-annual Gen Con – a boy (grown-ass man) can dream.

Gen Con 2023 Recap: A Few of my Favorite Things

Greetings, New DMs! I have something a little different to write this week as I just returned from my three-day sojourn to Gen Con 2023 (which for me wasn’t much of a sojourn as I luckily live about 20 minutes away from the Indianapolis Convention Center), and I wanted to share a quick review of 2023’s Best Four Days in Gaming. 

The Good:

Daggerheart: I was lucky to snag a ticket to play the much-anticipated TTRPG system from Darrington Press early on Friday morn. The system isn’t set for release until 2024, and the group I played with was part of the fourth set of players to ever play it. I’ll be posting a full breakdown and review of Daggerheart soon, but I will say here, the system didn’t disappoint. 

In comparison to Dungeons & Dragons, character creation was a breeze and we were able to start our quest in 30 minutes or less (just in time for pizza to arrive *wink*). They had pre-made sheets with different classes to choose from. I lucked upon a class that I hadn’t heard of before called Guardian, and it played out in my head as a sort of non-religious Paladin, made to get up in the mix, take some hefty damage, and guard others in my party. For our characters’ species, known as ancestry in this system, we simply picked a card. I was a Galapa, which was adjacent to a Tortle and it gave me a bonus to my armor. We then drew cards for our community, which represented what part of society we came from, and gave each of us minor buffs in-game, like the ability to roll with advantage when being lied to or searching for places to hide. Finally, we were given cards on our foundations, which are class-specific cards, and pre-game you choose the ability on one side or the other and that is a specific boon you have throughout the game. 

They also had a fun way of coming up with the one-shot quest, we passed a paper around that had mad-lib-style options for each person to choose from. We ended up on our way to Smut Con 2023 when there ended up being a raging fire, causing chaos in the city and sadly stopping the con. Oh, and also there were ghosts. We had to come up with quick connections for how we each knew at least one of the other PCs and we were up and running. 

It was a relatively fun experience in a three-ish hour session of learning a new system and playing with complete strangers. We had a bit of a “murder hobo” at the table who quickly derailed the main storyline. Still, I enjoyed the system and can see adding it into a rotation when it comes out, especially if I’m trying to get someone new to understand and enjoy tabletop games. The hope and fear system seems like it would be nice as a GM to be able to be more thoughtful on PCs attempts to do things, because, unlike D&D it isn’t a straight failure or a straight success, there is some nuance which I liked. 

I don’t see it overtaking D&D as the go-to campaign-length TTRPG system, but it will undoubtedly going to be a hit, and I can't wait to see how it evolves over the next year.


Illimat: Where to start with this game? Firstly, I have to thank the folks over at the One Shot Podcast Network and Campaign: Skyjacks for bringing this game to my attention. If you haven’t listened to that podcast, do, and check out the others on my list of favorite actual plays. But, they have integrated Illimat into their campaign, which is interesting, but I never quite understood what it was. 

So, when I heard they were going to be demoing it at Gen Con this year, I figured I’d give it a shot. It was the best find and decision I made at Gen Con 2023, and I even found $8 all-day parking on Saturday. The game is simple and beautiful. Truly. As with any game I mention here, I’ll have a full review, but for now, the basics are it is a card game, in the most classic sense. Think of bridge. Or rummy. Or, being from Indiana, euchre. It feels like one of those games but with the added magic of tarot cards, a board that represents the changing of seasons, symbolic tokens called okuses, and a few other touches that make it feel older, witchier, mythical. 

There were about 50 or so players in the demo at 8 p.m. on Friday evening, each table had 4 players, as that is how the game is meant to be played, though there are ways to play with more or less, there is even a solitaire version. The people running the game were a few of the actual folks behind Campaign: Skyjacks as well as the creators of the game, Keith Baker and Jen Ellis, of Twogether Studios. We ran through a single round with Keith and then they let us go. Never have I been more quickly drawn into a game, it is easy to understand, easy to play, and yet as we played it became obvious just how strategic and dynamic the game could get, especially amongst veteran players. 

At my table we played through three rounds, learning the ins and outs of the game, what the various Luminaries do (that’s what the tarot cards are called), twisting and turning the seasons to block people from harvesting, sowing, or stockpiling in various fields. We even engaged the syzygy coin, a fateful touch that kept us on our toes. In the end, I was the (let’s be honest) lucky one to reach 17 points first. All of us were newbies, so it was mostly up to chance. But, I walked away winning the syzygy coin, a postcard of The King of Stars, a book of Variants & Apocrypha, and a special Luminary card called The Audience. Trust me, that's solid free swag for this year’s con.

 
A Luminary, book of variants, syzygy coin and more from Illimat.

That’s a whole lot of free swag from one game.

 

The next day, I was straight to their booth to purchase the game, two bonus packs of Luminaries, and an extra syzygy coin to morph into a necklace for my partner. Now, all that's left is to find some fellow gamers to share this treasure with.


Trash Talk: Sometimes a game comes out of nowhere and just completely surprises you. Trash Talk is that game for me. One of the players in my D&D group (Michael) said he’d stopped to play it on the show floor and recommended it, when he described it, it seemed a bit silly for my typical taste in games. But, Saturday, when I saw the booth, I had to give it a shot. And, yes, it is – as Michael’s Barbarian Aubrie would say – “indubitably” silly. And that's what makes it amazing; it is a masterpiece of simplicity and absurdity. Anyone can play it, but don't be fooled, it's not a walk in the park.

It's a party game for two or more players, but trust me, more than four or five might be a headache. One player is a raccoon, complete with a sort of DM screen. The other players are possums or opossums, I remember something about an o being there from elementary school and I don’t feel like Googling at the mome. But, just because you’re all trash-loving critters doesn’t mean you can speak the same language. So you have to try and understand one another by using, well, trash. 

I'll dive deeper in my full review, but let me just say, it's fascinating to watch how people's (or critters') minds connect the dots between trash and words. During the demo, a guy in his 30s-40s and a tween girl synced up their brains to earn six cards, while my leaps of logic were way off track. If you're hunting for a quick, enjoyable game, Trash Talk is the answer. And don't forget to BYOT (Bring Your Own Trash) to mix up the fun with your friends.


Dragonbane: Okay, so let me spill the beans on how I stumbled into this gem during my Gen Con adventure. Truth be told, it was a bit of a happy accident. I was roaming around the convention center, and on a poster in a hallway, there was this art that just grabs me. It's got a Darkwing Duck vibe but with a dash of darkness and rogue energy. Naturally, I find myself at the Free League Publishing booth – couldn't resist. The classic art is like a magnet, but I didn't quite hit the "buy now" button. It's Friday, after all, and I wanted to curate my shopping list smartly.

 
Duck Rogue by Johan Egerkrans from the game Dragonbane.

See what I mean? It’s Darkwing, but so much cooler. Credit to: JOHAN EGERKRANS

 

Fast forward to Saturday, first game of the day done, and I bump into a couple I play 5e with. We chat, and they mention Dragonbane. They drop the golden nugget that there's a free quickstart guide at the booth, plus it might just vanish from the shelves soon. Ding ding! As soon as we part ways, I'm booking it to that booth, grabbing that guide like it's the last slice of pizza. Five minutes later, I'm clutching the full system – my first buy of the con. Good thing, because it's all gone when I swing by later.

With the little that I’ve dug into it, it seems like Dragonbane is a fantasy TTRPG for the ages, kinda like mixing 5e, Call of Cthulhu, and, surprisingly, Daggerheart into a magical brew. You roll the dice aiming for low numbers – a twist for a 5e devotee like me, but intriguing nonetheless. Think Call of Cthulhu style, where you can push your luck, making things juicier and riskier. The Daggerheart vibes continue with the promise of lightning-paced, no-fuss gameplay, with a focus on getting the game going.

I’m looking forward to digging further into the larger book when I get a moment to get a better understanding of the world of Misty Vale. It boasts eleven complete escapades, each standalone or ready to be woven into the epic Secret of the Dragon Emperor campaign. Another intriguing and unique option is it has a solo-play option called Deepfall Breach. Sometimes gathering the gang isn't a walk in the park, and having a solo option on hand is like having an extra dessert.

Bottom line: I'm pretty stoked to whip this out when we want to take a breather from our marathon 5e campaign. Plus, the art alone is like eye candy. Stay tuned, because down the road, I'll serve up a full review of this baby. Just give me a bit to marinate in the Dragonbane universe.


Caper: Europe: A sleek two-player game that's not just easy on the eyes but promises a thrilling heist experience. Color me intrigued. I have to admit, it was the box and the art that reeled me in like a fish on a hook. Between Caper and Dragonbane, I'm starting to think I'm a bona fide art sucker – a real "judge a book by its cover" kinda guy. The demo made it seem like a breeze to get into, perfect for a casual gaming session. So, I nabbed a copy as soon as the demo ended. Oh, and hold onto your hats, folks. Guess who got the last box of Caper: Europe Mastermind Edition at Gen Con? Yep, that was me. I pulled off my own caper of sorts. My partner and I haven't had the chance to dive into it just yet (fingers crossed for this weekend!). But, I’m guessing, either there's a whole squad of art enthusiasts like me out there, or this game is seriously good. Time will tell and so will I once we run our first game.


Mysterium: You mean the game that released in 2015? Yes, that one. I admit this is a bit silly to add here, but I had to. I’ve seen Mysterium on the shelf at my local game shop for years and every time I look at it I’m drawn to it. I love a good mystery. I love co-op games. And, I love the art of this game. But, our board game closet is chock-a-block full of games we rarely are able to play as is and so I’ve never bit the bullet and bought it. But, I saw it being demoed this year in a time slot where I was free, alas, I gave it a shot. I’m glad I did.

Mysterium plays out like a better version of Clue. Imagine a ghost DM using gorgeously illustrated cards to guide you, the investigators, through a whodunit to solve their own murder. In my group, we had ages ranging from ten-ish to sixty-something, and our host, Stess, was a game enthusiast who brought the game to life. We made our way through the mysteries and in the end we nabbed our killer.

I know here in a few months when I run to The Game Preserve after wearing out some of my Gen Con purchases I'll be snagging Mysterium for my collection. It's the perfect go-to for a 45-minute mystery fix.


Miscellaneous: 

  • Walking through the Kingdom Death booth was like stepping into a mini-monster wonderland! Those meticulously crafted monster minis were hands down some of the coolest sights at the con.

  • The cosplay parade this year? Mind-blowing. Seriously, it was like stepping into a universe of creativity. Countless costumes that were jaw-droppingly well-made.

  • So, truth be told, I wandered around solo for most of the con, and guess what? Quick chats with random strangers made the whole experience top-notch. As always, the Gen Con crowd is like a friendly breath of fresh air.

  • Had an absolute blast with my crew during a Kobold Press D&D game called Tales from the Wastes: The Sanctum. This was my first group game at 10 a.m. Thursday morning and it was like an instant camaraderie party – a bunch of strangers turned into adventure buddies. Not gonna lie, it set the perfect tone for the whole con.

  • I gotta admit, the food trucks got a serious upgrade this year. More trucks and a tad more elbow room. Even though the lines were still kinda nuts, the setup was on point. Sure, Georgia Street is a bit closer, but IMHO it didn’t come close to comparing. I hope they stick with it next year. 

  • Just the convention as a whole was great. There were so many people every day and it was wonderful to see downtown Indy bustling and vibrant after a few years of hard hits from the pandemic. Hats off to the entire team behind Gen Con. I can’t imagine how difficult it is to pull off such a massive event every year and this year was one of the best. Thank you for all you do for the gaming community and my hometown. Also, huge shout out to all of the volunteers who run the games. I had nothing but great interactions with everyone who worked the convention.

  • Finally got some hang time with my D&D gang. We've clocked in countless hours in 5e campaigns, but this time it was all about kicking back, playing games, and tossing back a cold one. Big shoutout to Gen Con for giving us the perfect excuse to unwind and enjoy each other's company. Oh, and you know what? It was so busy that planning a session went out the window. Instead, we did a game night the next week – a fresh twist with all those new Gen Con games we snagged.


That wraps it for The Good, which is the majority of my experience at every Gen Con I’ve ever attended. But, the sweet is never as sweet if you’ve never tasted bitter, and I have to admit, there were a few less-than-stellar things at this year’s con.

My next blog post will cover those, so stay tuned. Until then, share your highlights with me and the community either in the comments below, or by emailing me directly at cmthenewdm@gmail.com