Before I get to my next 4th Edition book review, one quick comment: Remember how I mentioned above (in my Eberron review) how impractical it is to have a TWO books for every campaign, the Player’s and the Dungeon Master’s? Well, they did it again, with Forgotten Realms- except the player’s book contains NOTHING BUT REPRINTS from the character sections from the main FR book- it even has the same art! As far as I could see there was NO difference at all! Why then bother buying it?? Yes, I get that the players aren’t supposed to see the DM’s section, but in that case, why not sell the two books TOGETHER in a bundle? Why sell hardcover editions separately? Oh, right- TO MAKE MORE MONEY! I’m sorry, but this is blatant exploitation. Remember that the three basic books (that you need to play D&D) cost about 100$ (!!) together. So now, to play the D&D FR campaign I also need to buy two more books, one of which has NO new material?? Screw that!
OK, now on to my review of:
Dragon Magazine Annual #1
Those of you even slightly familiar with D&D known that DRAGON Magazine was the heart of its fandom; not only it was the source of ideas for campaigns and game-related news; it was a way for the fans to communicate with the people behind the game, and with each other, at a time when the Web was not even a dream. The D&D fandom has always been very interactive; a comment on a letters page might lead to an article that could lead to an actual addition to the game (the Psionicist Class is but an example) and, for some, it even led to working for TSR and developing their own Official Campaigns. Thus, I was actually saddened to learn that Dragon became another victim of the dying magazine market (though I had lost contact with it years before) and now exists only as an online version.
However, judging by this book, it is still thriving creatively. This (hardcover) collects the best material featured in the site from 2008 to 2009. Sure it’s expensive, and technically speaking none of the material in it is “official” (that I know) but it is still, for the most part, very good and worthy of being used in many player’s campaign. Even the stuff that I felt was just “OK” was still fun to read.
So, what is included in this book? Well, there’s more articles than I can remember right now, but among the highlights:
-A 4th edition version of Yeenoguh, the Demon Lord of the Gnolls (Hyena-men.) I’ve never cared much for this character; I think of all the Infernal Lords invented by D&D, he was among the lamest. This article however does the most it can to make it impressive, including creating several Gnoll characters to serve under him, from exarchs to priests. I’m still not very interested -the stuff they invented for Orcus and Demogorgon in the 4th Ed. Monster Manual is more creative in my opinion- but still, Yeenoghu definitely makes for an appropriate menace for Epic-level heroes.
-Speaking of Orcus, another article covers the followers of the Demon Lord of the Undead, and they actually found a way to make the cult stand out: they gave them a goal (beyond just spreading eeeevil) AND they had the cult split over how to carry it, thus creating multiple possible campaign adventures! The goal is to help Orcus replace the Raven Queen as the God of Death itself- by somehow fixing it so that undeath becomes the “default” existence after death for all beings! This is not just a menace to the Queen, but to all gods, since the realms of the afterlife would no longer receive the souls of the living! How to bring it about is the splitting factor; for example, some factions think they should turn the Queen herself into an undead, though others think that might just make her stronger. It’s actually interesting to see such evil characters (each faction comes with an already-developed leader) discuss (and clash over) how to achieve their goals. In addition, the article reinvents some long-forgotten undead monsters (like the Huecuva and the Eye Of Fear and Flame) in new, interesting ways.
- A similar article expands on the notion (that I complained about above) of the STARS being evil entities in this edition of D&D. It basically details how to make “pacts” (for the Warlock class) with several specific (made up, I think) stars and the legends surrounding them; though humorously, it seems even the warlocks themselves aren’t sure if the stars really are alive or if their pacts with them are successful. It’s an interesting article, but I’m still annoyed by the lack of Good (or even Neutral) Star entities.
-My favorite article was the one about the Epic-Level Paths related to the Planes of the Multiverse. One of my favorite aspects of D&D is that it CAN go beyond the typical “slaying local monsters” setting of most High Fantasy and go much further. The options here vary with the plane- you could become part of the Shadowfell (The Plane of Shadow); or create your own Astral Realm; or develop the ability to travel through Time and Space; or become a Primordial (elemental Lord); or a Prince of Hell (not necessarily an evil one!) or the Punisher of the Gods (as in, you punish those who defy the gods- ANY of them) and others. I’m happy to see the potential of the D&D multiverse finally exploited (beyond the Planescape campaign setting that is.)
-Other articles in the Annual include: an adventure dealing with a Red Dragon that set itself as a tyrant; an underworld organization (think Mafia) composed of goblinoid races; a new player race from the Shadowfell that defies the plane’s apathy effect; the return of the Assassin Character Class (now available for any alignment!) and others.
In general, the 4th edition books are very good (if expensive) and (unlike the Forgotten Realms Player’s Guide) the Dragon Annual guide is very much worth it, with enough material and ideas to last for years. Oh, and it has excellent art as well! Recommended.