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!

The Efficient Dungeon Master's Guide

As a Dungeon Master, you'll inevitably encounter moments of burnout along your journey. Dungeon Mastering is a long-term endeavor, and even the most passionate DMs can find themselves in need of a breather.

When you first start a new Dungeons & Dragons campaign as a DM, you're brimming with enthusiasm. You eagerly dive into over-preparation, crafting intricate lore, contemplating character voices, and meticulously designing monsters and encounters for your players. This enthusiasm is a vital ingredient for becoming a skilled DM.

However, there are times when the stars don't align. Life becomes chaotic, leaving little time for preparation. Your players may unpredictably veer off the planned path, or you might simply find yourself lacking inspiration. It's all part of being human and happens to the best of us.

In such moments, fear not. Within this guide, you'll discover sage advice to navigate these challenges. Whether you're looking to simplify your DMing style temporarily or fully embrace a more efficient approach, rest assured that you can still create fantastic D&D (and other TTRPG) sessions without an overwhelming amount of prep work.


1. Use pre-made content:

As I’ve said in other posts, I’m personally not a fan of using pre-made content for my campaigns. Creating the world collaboratively with my players and building it out over time may be my favorite part of being a dungeon master. However, there is no denying that there are many great pre-made adventures available, both official and third-party that you can put to good use. Even if you just dive into them for a session or two, these adventures can save you a lot of time and effort, and they can also be a great way to get ideas for future sessions, and to see other people’s ways of crafting adventures.

There are plenty of free or inexpensive adventure modules available all over the internet, but my favorite place to get them is over at The Dungeon Master’s Guild. There are adventures for all party levels and experience levels. I currently read through one that is perfect for a New DM and a low-level party looking to learn the ropes of 5e. It’s called Prize of the Mountain Prince and was made by AJ aka Pasta_Parade over at the D&D Twitch stream Choose Your Roll. And keep in mind, even if you’re using a pre-made adventure you can alter and tweak things to fit your campaign; you’re the only one reading the adventure, and there’s no penalty for making it your own.

2. Recycle, Reuse, Reinvent:

It may be a bit off-putting, especially if you’re a creative person, which you likely are as a Dungeon Master. However, one of the most effective tricks to making your job easier for a few sessions is recycling content. Don't hesitate to reuse NPCs, settings, or even entire encounters from previous sessions. 

Unless players are metagaming – which if they are, shame on them, you gotta put the kibosh on that right away – you can re-skin any monster stat blocks to be whatever you want them to be. That Dryad from session 4, that is now a Druid priest. The Quickling that was in the woods as well is the Druid’s Rogue companion. And the handful of Blights you used are all Druidic guards. Claws are daggers. Needles are arrows. Vine Blights are big brutes who can cast entangle. With a bit of tweaking, your players will be none the wiser, and you'll save valuable prep time. 

 
 

Another fun way to re-use is literally have the exact same tavern, or magic shop show up in a different city or town. You don’t have to spend time creating anything new and its a fun mystery hook to toss in. Your players can spend a whole session just starting to unravel the mystery. 

Do this sparingly, but don’t be afraid to use it from time to time. 

3. Now stop, collaborate, and listen: 

This is one for every time you are at the table and one of the main pieces of information that every dungeon master should keep in mind, D&D is a collaborative storytelling experience. Don't shoulder the burden of creating the entire narrative yourself. Encourage your players to contribute to the world-building process. Their ideas can breathe life into your campaign, making your job as DM easier and more enjoyable and getting them more invested in the world they are playing in. 

Do your best to leave gaps in every session that your players can fill in and put their imprint on. “You walk into The Prancing Pony (*bit of a hint for an upcoming point*). It’s rather busy tonight, lots of folks in for a pint and a bite. Who do you approach and what draws you to them?” Boom, you have a new NPC that your player came up with and their answer to the question can give you a hook for this part of the session. And now, the player is interacting with a person they’re actually intrigued by because they came up with them. Three sessions from now, when that new NPC goes down in a battle, they’re going to feel attached and there will be higher stakes to get them back up. 

One tiny caveat to this type of DMing is that you have to hone in on one skill that most every DM needs and we will cover that in the next point. 

4. Improvise Like a Pro:

If you spend your time honing one skill as a DM it should be improvisation. Being able to think and act on the spot will make everything you do that much easier. Sometimes, players will throw curveballs that no amount of prep can anticipate. When that happens, remember that it's okay to wing it. Your players won't know if you're making things up on the spot, as long as it feels organic and enjoyable.

The easiest way to get better at improvising is by building a better understanding of the rules of the game, the lore of the world, and having a few random tables at hand for NPC and shop names, item lists, treasures, or whatever you have the most trouble coming up with on the fly. There are great random tables in the Dungeon Master’s Guide and countless ones online, for names, it doesn’t get better than Fantasy Name Generators, for loot 5e Loot Shop, and for everything else and more Donjon is the place to go.

5. Use Props and Tools Sparingly:

I could harp on this for hours, it is a main point in my blog post about the essential items needed to play D&D, which is actually very little. But, while elaborate props and maps can enhance immersion, they can also be time-consuming for a DM, and expensive. As long as your group isn’t accustomed to them, don't hesitate to lean on theater of the mind and simple sketches when necessary. And, if you’re having trouble getting a session put together, just make one or two in a row that have less combat and adventure and are more focused on social interaction. 

6. Steal Shamelessly:

Back in point three, I referenced The Prancing Pony from The Lord of the Rings. As a writer and creator, fighting the fight against plagiarism is embedded deep in me and something I take seriously. However, DMing is one of those places where it doesn’t matter. If you’re not making an actual play podcast or planning on writing your campaign down as the next big fantasy novel then steal, baby, steal. 

Take ideas shamelessly from books, movies, video games, or other campaigns. Me, I like Devi from The Kingkiller Chronicle by Patrick Rothfuss, so my campaign has its own version complete with her harsh credit system; I tweaked it here and there, but anyone who has read the books would recognize it in a moment. There's no shame in borrowing plots, characters, or settings and adapting them to your campaign's needs. It's a time-tested technique that can save you countless hours of brainstorming and if you’re not profiting off of it then no harm, no foul. Only problem you may run into is players recognizing the original material and getting ahead of you, but, if they’re not metagaming that should be no problem at all.

7. Don’t know everything:

By the gods is this a difficult habit to break. As a DM it is easy to feel that you have to know the answer to anything and everything your players may ask or do. I know I run into that feeling every time I am prepping a session. I’m creating an encounter or a social interaction and I try to think of all of the ways that they can solve the problem, that way if they have trouble or slip up I can gently nudge them. 

I’ve quickly found that that is a waste of my time. I’m one person with one brain, they are four people with four brains, they will figure it out and likely in a way I – all alone, two glasses of wine deep on my couch – won’t. I just need to come up with a problem for them to solve, know that it is solvable, and let them do the rest. You should do that too, truly, letting go is hard but feels so much better once you’re at the table listening to the players come up with an answer.


And there you have it, dear readers, seven effective tips to becoming a more efficient (and less stressed) Dungeon Master. Remember, D&D is a game and your main goal is to keep things fun, relaxed, and collaborative.

So, embrace your inner Eldath, allow yourself to recycle those encounters, improvise on the fly, and remember to always prioritize the joy of collaborative storytelling over rulebook perfection.

Your job just got so much simpler.

Unveiling Corpse Kings: A Spine-Tingling TTRPG Adventure

Are you a fan of Ravenloft (no, not that 5e redo) the original AD&D setting? Of TTRPGs that drop you into dark, eerie worlds where danger and death lie around every corner? Of any and all things horror?

Welcome to the City of Na-Zaii, a Gothic city of the dead, and setting of the world of Corpse Kings. Corpse Kings is an upcoming tabletop role-playing game set to launch on October 1st, 2023 and I recently got the opportunity to get the inside scoop on the game from its creator, Wade K. Savage of Strange Glass Games.

Wade was able to share his inspirations for the game, a bit about what players can expect, his future aspirations for the game and its world, and a little more info on those mysterious, yet powerful titular beings, The Corpse Kings.


The New DM: You reference D&D, and especially the AD&D version of Ravenloft as an inspiration for the game. What drew you to Ravenloft, and what aspects of Ravenloft did you aim to capture in Corpse Kings?

Wade K. Savage: Primarily, we wanted to capture the schlocky and spooky sense of classic horror that early Ravenloft created. Early Ravenloft plays on classic horror tropes but works hard to present its worldbuilding with a lot of thought. Strahd and Barovia played a big role in how we shaped Na-Zaii, with a focus on mystery, dread, and intrigue. All the AD&D books back in the day have a wondrous edginess to them, but it's all executed with a real sense of sincerity. We really hope that's how people feel when they visit Na-Zaii.

TNDM: The press release mentions that Corpse Kings uses an original rules light system with a focus on fear and fun. Could you elaborate on how this rules system works and how it enhances the atmosphere of fear in the game?

Savage: Our system is incredibly simple – each player has four Core Attributes which they check against and a whole host of Skills and Spells interconnected with those attributes. At the time of writing, we're aiming for 100 Spells and Skills. Each Skill or Spell has six outcomes based on a D6 roll – the thing is, players can crush an enemy with a few lucky rolls and a little bit of strategy, but the same can be done to the player. 

We're currently testing, but we know things get pretty wild, pretty quickly – which means the chance for character death is really high. We want gameplay to represent the inherent risk of exploring this city, especially as players are already playing powerful Supernatural creatures. Our idea is, that there's always a bigger fish – so the threat to our players needs to be tough and thematically existential. Or you can kill skeletons in a dungeon – you can have both. 

We know things get pretty wild, pretty quickly – which means the chance for character death is really high.
— Wade K. Savage, creator of Corpse Kings

TNDM: Love the idea of being able to take on the roles of more monstrous creatures as players, how does this shift in perspective from traditional adventurers impact the gameplay and storytelling?

Savage: Each "Being" or Race has its own history within the timeline of the city, with its own issues and threats. Human Beings are called Unnatural in this city, and players are welcome to play them – but humans are ostracised and distrusted. Vampires stereotypically have the most power in the city but are generally disliked and considered aristocratic and out of touch. Werewolves have been slow to integrate and prefer the woods. Undead are the backbone of the city, with the biggest population. Wraiths are feared and misunderstood, whilst Ghouls are powerful but vicious. We also have a series of lesser Beings that I've written specifically for this setting. 

At the end of the day, each Being provides some nice context and gameplay, depending on how players want to explore the City, but each and every one of them has their challenges. 

 

Undead in a snowy, dead forest from Corpse Kings

 

TNDM: How did you go about building the lore for the city of Na-Zaii, specifically the Corpse Kings themselves?

Savage: The idea for the setting is well over 10 years old and originally started as a board game – but I always knew that the game world begins after the Corpse Kings had conquered the Known Lands. Basically, the bad guys have won and there's nothing you can do about it – in fact, you're a part of it. 

I've kept the identity and notion of the Corpse Kings themselves really vague, as they are so powerful and god-like – almost living myths. I think it's more interesting if they're this horrific necrotic power, that at the end of the day, they are unknowable. 

 

“The Corpse Kings themselves (are) really vague … they're this horrific necrotic power … they are unknowable.”

 

TNDM: You mention a classless system that allows players and GMs to adjust the difficulty. Could you explain how this system works and how it empowers players to tailor their experience?

Savage: Buildcrafting and Theorycrafting are reliant on Skills, Being Choice, and Gear. Players can combine various Skills (or Spells) and theorycraft who they want to be. As the core ruleset is really simple, there aren't many limits to the kind of creature or class you can build – it's all up to you. 
How the City and others treat you is a whole other issue. When it comes to difficulty, we're incorporating a very simple GM Status Sheet that allows them to gather XP based on how hard they make things for their player group. For example, a GM can easily require higher rolls for specific checks and then earn more XP on their Status Sheet as the campaign moves on. 

We're currently nailing down whether or not we have levels at all for players, and we make XP a currency that players use to buy Blessings for their Skills and Attributes. Because every action is reliant on a D6 outcome, it's pretty easy for a GM to either lower or raise what they require despite the Skill's standard six outcomes. 

The bad guys have won and there’s nothing you can do about it.
— Wade K. Savage, creator of Corpse Kings

TNDM: What led you to want to craft your own TTRPG? And more specifically, what drew you to a darker, more horror-focused world?

Savage: I love horror. I used to be a filmmaker and horror films were my absolute favourite thing in the world. I still love horror literature. The Strahd novels by P.N. Elrod are also a huge inspiration for Corpse Kings. I also love the playfulness of horror as a setting, and how it's pretty easy to go really grimdark or really fun and Halloween with something. I love Horror aesthetics, especially anything classic and Gothic. The idea of living in and exploring a City of the Dead is just so fun to me. I love TTRPGs and videogames and a dream of mine is to one day turn this into a videogame, but for now what I want to do is build a game people love with the right kind of community and audience. 

TNDM: The press release mentions that the game's art is created by AI, acknowledging the controversial nature of AI-generated art. Can you discuss the decision to incorporate AI art?

Savage: Truthfully, this project wouldn't exist without AI Art. It's comparatively cheaper and allows for incredibly fast iteration and implementation. I know for a fact that people will see that our art has been created with AI and refuse to engage instantly – which I completely understand. There are a lot of issues regarding this technology at the moment and some of the responses to AI range from the understandable to completely hysterical. 

I honestly believe that real artists and real art are far superior and that real artists should be paid more – period. I use AI art because I want to make a dream come true on my own terms without relying on something like Kickstarter. Some people will like it and some people will really hate it and I have to accept that. At the end of the day, what really matters most to me is what our fans and players think. 

TNDM: Finally, a more fun one. If you could be any kind of monster, undead, demon, etc. what would you choose and why?

Savage: Either a Vampire (boring, I know) or some kind of Lovecraftian Deep One. I'm terrified of the ocean, but I love ocean-based horror (could be a fun expansion one day...).


We can only hope to see that expansion — "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn". My key takeaway from this and everything that I’ve seen of Corpse Kings is that it promises to offer a unique blend of classic horror tropes, deep worldbuilding, and a sense of dread and intrigue.

It also seems like it will be a versatile experience, allowing players to build and play the game they want every time they step foot in the City of Na-Zaii, plus, with the high risk of character death, you’ll get the chance to play through all of the classes quickly rather than being trapped in one class over months or years. I’m personally looking forward to playing in a world where I get to become a creature of the night, and I, as boring as Wade, will likely be playing a vampire.

Whether you're a die-hard horror fan or a tabletop gaming enthusiast, be sure to mark your calendars for October 1st, 2023 when the game launches on Drive Thru RPG at a sale price of $15 USD.

The Corpse Kings and the Dead City of Na-Zaii await your arrival!

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

My Favorite Actual Play Podcasts

Are you in search of epic tales, immersive storytelling, and unforgettable adventures? Look no further! In this blog post, we'll dive into the realm of actual play podcasts and explore ten of my absolute favorites. From hilarious antics to heartwarming moments, these podcasts will transport you to extraordinary worlds where heroes rise, quests unfold, and friendships are forged. Get ready to embark on a journey of audio delight as we unravel the magic behind these captivating actual play podcasts.

1. Not Another D&D Podcast: There is no better actual play in my opinion. From the moment you press play, you can feel the camaraderie of the group pulsating through your speakers. Led by four talented CollegeHumor alums, this podcast delivers a heavy dose of comedy that will have you laughing out loud. But it’s much more than goofs. They masterfully craft engaging characters, build high-stakes scenarios, and bring gut-wrenching and heartwarming scenes to life. With Murph at the helm as the DM, he ensures the group has a blast while reining in their wild shenanigans and meting out fair consequences. Each player brings their unique strengths to the table, enhancing Murph's dynamic battles, entertaining NPCs, and captivating quests. With over 200 episodes in the main feed and counting, including multiple side seasons, this podcast is an absolute must-listen. So start from episode one and get ready for an unforgettable journey that will leave you yearning for more.

Suggested listening: Indulge in the entire journey, starting from episode one, and let the magic unfold before your ears.


2. Dimension 20: It’s hard not to put this at the top of the list, but I had to give it the second position because, well, it’s technically not a podcast. It is a truly remarkable show that pushes the boundaries of what an actual play can be. With its fully-realized set designs, multiple seasons, and a rotating cast of players and DMs, it delivers a true spectacle that will leave you awestruck. Each season presents a completely unique and immersive experience, showcasing the incredible improvisation skills of the players, particularly the core cast which includes the talented Murph and Emily from NADDPod. Comedy seamlessly blends with poignant moments, tugging at your heartstrings. The brilliance of Rick Perry's set designs adds an extra layer of visual grandeur to the already captivating storytelling. 

However, the real gem of this show, especially for new DMs, is Brennan Lee Mulligan's DM-ing. Brennan's mastery of the craft has personally impacted me like no other, forever shaping my perspective on the game and the role of DM. While reaching his level may seem like a lofty goal, it's not necessary (I keep telling myself this). What matters is the inspiration and knowledge you gain from observing his expertise. With the inclusion of mini-seasons featuring top-tier DMs, Dimension 20 provides valuable insights into different campaign styles, helping you refine your own DM-ing approach. Whether you're a seasoned RPG enthusiast or a curious newcomer, Dimension 20 offers a season tailored to your taste, keeping you entertained and craving for more.

Suggested listening/watching: You can currently only listen to Fantasy High, The Unsleeping City, and Escape from the Bloodkeep for free, everything else requires a subscription to Dropout. So, start with Fantasy High or The Unsleeping City (EFTBK is my personal least favorite season). If you go for Dropout, my faves are A Crown of Candy, Neverafter, and Starstruck, but honestly, there is something magical in every season and the latest season, Dungeons and Drag Queens is the talk of the town right now, especially for newcomers to D&D.

3. The Adventure Zone: What’s that old adage? You never forget your first love. This holds true for me with the first season of TAZ. This was the first D&D podcast I listened to, and I’m glad I listened to it when I did before I knew all of the rules. While the initial season, Balance, may stumble in the mechanics department, its storytelling prowess is unrivaled. One caveat to this season is it definitely takes time to find its footing as the McElroys were pretty new to the entire concept of actual play and they were simply running The Lost Mine of Phandelver module from the D&D Starter Set

Once it breaks out of the module, it blossoms into something magical, especially once Griffin started adding in music. The McElroys are at their best in this, and it weaves together hilarious goofs, captivating storytelling, lovable characters, and unforgettable moments that will leave you on the edge of your seat. It is one of the most important pieces of media that I’ve ever experienced and I will never forget standing in my backyard and crying by myself multiple times during the final few episodes. What it lacks in mechanics, it makes up for with heart, and story that I’ve returned to multiple times. The other seasons are very hit-and-miss and move away from Dungeons and Dragons, but season one is pure gold. 

Suggested listening: Obviously, Balance. But I would honestly suggest every season minus Graduation, it started off decent and then just crumbled, in my opinion. Also, don’t go into the next seasons with high expectations, they’re all good, but if you go in expecting too much you’ll be disappointed. Keep an eye out for the newest season, Steeplechase, masterfully helmed by Justin — it's shaping up to be a close second favorite in the series.

4. Worlds Beyond Number: It may be a bit too early to drop this in the fourth slot (the first episode dropped merely 3 months ago), but its potential is undeniably captivating. With a dream team lineup of talented players like Lou Wilson, Aabria Iyengar, and Erika Ishii (all familiar faces from Dimension 20), and the exceptional DMing prowess of Brennan Lee Mulligan, this long-format game holds immense promise. I’m especially excited to hear BLeeM world-build without the constraints that are inherent with such a tightly bound project like Dimension 20. From the inception of The Wizard, The Witch, and The Wild One, the journey has begun in earnest, with a childhood arc that beautifully sets the stage for their epic campaign. Delighting in their remarkable roleplay, immersive world-building, breathtaking soundscapes, and that oh-so-wonderful fox familiar, every episode has been a joyous experience. I eagerly await the unfolding of their adventure and what lies ahead.

Suggested listening: Dive into everything available thus far. While not mandatory, I highly recommend joining the Patreon to enjoy The Children's Adventure—a compelling eight-episode arc that establishes the characters, their relationships, and the vibrant world they inhabit.

5. Join the Party: If you are new to the world of D&D 5E or TTRPGs in general, I honestly can’t recommend listening to another show on this list more. This is the ultimate podcast to kickstart your adventure. What sets it apart? Well, they have a few beginner episodes that gently introduce the game mechanics, perfect for those who are just starting out. Not to mention their Afterparty episodes, jam-packed with valuable tips for both rookies and seasoned players alike.

But that's not all—once you dive into the show itself, get ready for a thrilling journey in a meticulously crafted world, where lovable characters will steal your heart from the very beginning (especially in campaign one, which I can vouch for). It's like sitting at a familiar table with close friends, making you feel right at home while embarking on a fantastic adventure.

Suggested listening: I can only suggest season one, but there are now three campaigns available and I literally plan on beginning season two this week after bingeing season one and loving it.

6. Encounter Party!: I’m pretty new to this series, but it has me hooked already, which is exciting because I have 80-ish more episodes to go. This campaign blends the worlds of D&D and Magic: The Gathering into a mystery that is fun to unravel as a listener as the players do the same. As someone who knows absolutely nothing about the world of Ravnica and MTG, I was a bit on the fence about listening to this, but I’ve found that it doesn’t really hinder my experience. And I’ve found the group to be fun, the storytelling to be intriguing, and in an early episode you learn that the stakes are very, very real, which was a nice change of pace to some other actual plays I’ve put on here. They have three full seasons (making up all of one campaign) to binge which means there’s plenty to listen to already. And they recently announced that their second campaign has added a new member and will be releasing as a TV show under the Wizards of the Coast umbrella on the upcoming free streaming channel, Watch DND Adventures.

Suggested listening: There is currently only one campaign out, so there’s only one place to begin.

7. Dungeons & Daddies:  Don't let the name fool you — this is not a BDSM podcast. While the rules of D&D take a backseat here, it remains a delightful actual play experience that deserves a spot on any must-listen list. Brace yourself for an uproariously funny journey as a group of dads from our world, along with their kids and trusty Honda Odyssey, find themselves transported to the wondrous Forgotten Realms. What follows is a delightful fusion of epic quests, dad jokes, and surprisingly poignant moments that will keep you thoroughly entertained.

What sets this show apart is DM Anthony Burch's fearless approach to crafting unconventional quests that defy expectations. With a refreshing willingness to experiment and push boundaries, Dungeons & Daddies consistently delivers fresh and unexpected storylines. Prepare for abundant laughter and occasional heartstring tugs as you dive into this exceptional show.

Suggested listening: Begin with the first season to fully immerse yourself in the narrative. Although the second season is now underway, I strongly advise against starting there due to spoilers and the need for context. Both seasons offer their own unique charm, even if the second takes a bit of time to find its rhythm.

8. Critical Role: No compilation of actual play podcasts would be complete without mentioning the behemoth that is Critical Role. Widely regarded as the pinnacle of actual play podcasts, this show has garnered an immense following within the TTRPG community and beyond. What began as a humble home campaign among a group of talented voice actors has evolved into a cultural phenomenon, with its own animated series and an ever-expanding empire.

At the heart of Critical Role is the incomparable DM, Matt Mercer, whose deep knowledge and mastery of the game mechanics are unparalleled. The world of Exandria, a meticulously crafted realm brimming with intricate lore and multifaceted characters, has even found its way into official D&D publications. The players, in turn, dive headfirst into this immersive world, crafting captivating narratives that leave a lasting impact.

While some (me included) may find the episodes lengthy and the party size daunting, Critical Role has undeniably left an indelible mark on the actual play landscape. It's worth noting that, personally, I ventured around 30 episodes into the first season before giving up, but I acknowledge that my experience definitely differs from the majority. However, many seasoned fans recommend starting with the second season, and I intend to explore it in the near future, and I’ll be back with my thoughts here afterward.

Suggested listening: Although you can begin anywhere, as stated above, it's often suggested to start with the second season for a fresh entry point.

9. Rusty Quill Gaming Podcast: Quick caveat. Unlike the others featured here, this podcast ventures beyond the realm of D&D and utilizes the open-source Pathfinder D20 system. While I initially found myself unfamiliar with this system, my devotion to the talented group behind Rusty Quill, known for their spine-chilling podcast The Magnus Archives, compelled me to persevere. And I'm grateful that I did.

The captivating storytelling, unforgettable characters, and unexpected moments of laughter kept me engaged throughout. Despite the lack of D&D, the show rewards tenfold with a masterfully crafted narrative. It was also surprising to have the group behind the frightening storytelling of The Magnus Archives deliver delightful, hilarious moments in this podcast.

One of the unexpected benefits of listening to the Rusty Quill Gaming Podcast was gradually gaining a rudimentary understanding of the Pathfinder system. While I may not have explored it extensively yet, the experience has sparked a curiosity within me to delve deeper in the future.

Suggested Listening: I’ve only listened to Season One, but there are currently five seasons available. Considering the quality of Season One, I have no doubt that each subsequent season holds its own magic. So, if you're a fellow completionist at heart, I encourage you to embark on this journey from Episode One.

10. Campaign: Skyjacks: I broke my rule of D&D podcasts with Rusty Quill so I figured I’d throw in another that uses a completely different system, but is a must-listen. I found this after reading a few of James D’Amoto’s invaluable The Ultimate RPG series (I truly couldn’t recommend these enough). This led me to his podcasts and, well, Campaign: Skyjacks is incredible. It uses a system called Genesys, which for the life of me I can’t quite fully understand, but the lack of understanding the system doesn’t take away from the overall story. The entire crew of The Uhuru is outstanding, the collaborative way of building the world and NPCs is something I aspire to be able to do one day, and the music is spectacular. It is a story about airships and sky pirates set in the intriguing world of Spier, but, it is much more and it will bring you to moments of crying from laughter, to cheering for big and little wins, to crying for “umm” other reasons. I can’t recommend it enough. BONUS TIP: They also use Illimat in this show, which is my favorite board game, maybe ever?! Check out my review of playing it at Gen Con 2023.

Suggested Listening: There is the original Campaign, which takes place in the Star Wars universe and I’ve been told is fantastic, however, I haven’t listened through it yet. I started with season two and as I said above, I can’t recommend it enough.

Get ready to immerse yourself in these captivating actual play podcasts, where imagination knows no bounds and extraordinary tales come to life. Whether you're seeking laughter, heartwarming moments, or gripping adventures, these podcasts have got you covered. So grab your headphones, prepare for a wild ride, and let the storytelling begin!

Have your own AP podcast suggestions you think I should check out? Shoot me an email at cmthenewdm@gmail.com!