The oft-promised followup to Matt Colville’s Strongholds and Followers began it’s Kickstarter campaign on Monday, and simply put it’s a prime example of a creator with a great relationship with his fan/customer base.
Strongholds and Followers gives options for players to build fortresses and bases of operations for their party complete with class-specific annexes, a host of artisans, assistants, and military units to help maintain your stronghold and protect it from attack. Kingdoms and Warfare will go into rules about keeping political rule over your stronghold and environs, and how to assault your neighbours on a political and military front.
If you’ve followed Matt Colville for a while (I have) you know that he is incredibly learned on the nature of politics and war, certainly learned enough to introduce verisimilitude to nations in his campaigns, and that he has been practising on his friends during the streamed game on Twitch that was also funded as part of the Strongholds campaign, along with a few exclusive minis. Whatever rules come out the other side of this campaign will be tried, tested, and fun, and the book will also be building on a few other fan favourite elements.
New creatures, including new courts and more units for the existent courts, groupings of unique creatures aligned with one another to serve a greater power. My personal favourite – the court of All Flesh – was aligned to chaos, impermanence, and change, and I look forward to seeing new members join them… but the campaign is rather cunningly teasing its newer horrors…
A: Very pretty
B: Horribly tantalising
C: If you would like to see any of these pieces of art in full along with some lore behind each, there’s plenty of that on the Kickstarter page.
All of these will be available as miniatures that can be added to your pledge after the fact, as well as appearing in the new book. Following the success of the miniatures in Strongholds and Followers, MCDM will be working with the same company again to produce more high quality products, and the same will be true of the completed books. I have a lot of respect for the planned distribution times, because while they could use their experience and new business connections to promise a faster turnaround, kudos for allowing a bit “wiggle room” on their deadline to ensure that the final product is as good as it can be.
The rules will be scalable from the smallest of factions and guilds, all the way up to continent-spanning empires, making it useful for whatever style of campaign you’re running, and making it easier for DMs to manage large-scale activity without micromanaging the activity of every individual concerned, and I cannot emphasise how much that notion appeals to me.
Pledges will get you the book as a pdf, hardcover, nicer hardcover, a t-shirt, and of course an exclusive dragon miniature, most of the delights available above are purchasable with the pledge manager after the fact but it appears that they will also be made available on the MCDM shop.
At the time of writing the campaign is already a long way through its $300K goal as you can probably tell by the stretch-goal image above, so this is not a campaign desperate for your support. It may not see as monstrous a final figure as the two million dollar debut, but… well we can’t rule it out. What this will be is an excellent product worth pre-ordering, I highly recommend watching the introductory video and possibly skim-reading the rest of the information if you’re interested because I’m summarising heavily here.
In the long distant history of February (2018 for you strange future-people) one of my favourite personalities in role-playing games released a kickstarter, Matthew Colville’s Strongholds & Streaming. Begun with the simple intent of getting a Critical Role style D&D twitch game underway, offered with a physical product so that people were not simply funding an ephemeral and conceptual project, a Dungeons & Dragons supplement for 5th edition, Strongholds and Followers. Oh, and dragon minis too!
As weeks rolled by, Matt’s videos were often started or closed with an awed thank you, as the campaign not only obliterated goals, but is the current record holder for most funded roleplaying book, and remains in the top 100 Kickstarters of all time. We’ve seen work unfold on a studio space, designs emerge for the miniatures, and even had insights into the design process of the book, and finally, we have a finished product in our hands…
Assuming you have removed your harddrive and are currently sat holding it. I got the pdf the other day, is what I’m saying. Here’s what I thought. (more…)
There’ve been countless times where I’ve ran a campaign and gone “actually, I really could do with creating a custom creature”. Usually because I’ve been playing a game where the scenario is so far out there, that the confines of Dungeons and Dragons dicates I should be reaching far outside of it to get something more fitting. I’ve had grand wars between gods with my players being in the middle of the fights, I’ve also had to get people to fight off flaming dire wolves. However, sometimes, your mind draws a blank and you need more inspiration. That’s where monster compendiums such as L’gats Tome of Amazing Creatures comes in.
Wizards of the Coast continue their current run of guides as penned by some of their historical giants. Volo, Xanathar are names you might not know if you’re only familiar with the core rule books, but Mordenkainen should be a name familiar to even those with a passing knowledge. You might recall Mordenkainen’s Magnificent Mansion, Mordenkainen’s Sword, or Mordenkainen’s faithful hound, or even his Magnificent Emporium if you got into 4e in the same way I did (still some interesting magic items in there by the way, worth a read for the ideas).
Scattered with his rather ominous notes, the Tome of Foes discusses some of the greater conflicts in D&D history, the parties involved, and what horrors lurk beyond the world, awaiting those who would dare rise to the challenge. My copy arrived last week, here’s what I thought… (more…)
It has been a couple of years since the release of the core set – Players Handbook, Monster Manual and Dungeon Master’s Guide – and in between we’ve mostly seen the release of campaign books that have added their own flavour that a half-awake DM can implement to great effect in his/her own games.
Across the last two editions we’ve seen something of a template in terms of extra material, and the same with independent adaption Pathfinder; more monster manuals, more player options, flavour books that add new worlds or mixed materials that play to a theme, accompanied by campaign modules which are primarily focused on a playable adventure, rather than adding usable material for anyone to use. (more…)