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Sunday, May 18, 2025

Dungeons & Dragons: Wizards & Spells

Title: Dungeons & Dragons: Wizards & Spells 



ISBN: 9781984856463

Price: $12.99

Publisher/Year: Wizards Of The Coast, 2019

Writer: Jim Zub


Rating: 4.5/5


The Young Adventurer’s Guide series is intended to introduce young readers to the world of Dungeons & Dragons in an easily digestible fashion. Each book hits on topics such as the basics of race, class, equipment, monsters, and locations in a broad, non-rules-focused approach meant to inspire its readers. Wizards & Spells, as the name might imply, dives into magical classes and magical equipment not yet covered in the previous books.

Wizards & Spells has perhaps the hardest job of all, because it needs to make the complex mechanics of magic easy for a young audience to understand. Instead of trying to quantify the millions of different combinations and abilities, the book instead chooses to take a “best of” approach, showing off some of the coolest and most classic spells to give readers an idea of what magic can do. The approach is effective; it creates evocative scenes instead of turning into a slog of repetitive information.

Structurally, this book follows a similar format to the Warriors & Weapons book which initiated the series; however, it replaces the racial section with an in-depth look at spell casting. While I think this was a wise trade off, the class pages could have been expanded. Unlike physical classes, which all fulfill very different roles, the spellcasters of D&D can sometimes blend together. Even an additional page for each would have been appreciated to help them stand out from each other. It’s a subtle change, but even I, as an experienced player, still sometimes struggle to find ways to separate sorcerers, wizards, and warlocks.

The artwork accompanying each class is just as beautiful as ever. Four books into this series, and I still don’t know how to properly express how much I love the art. The cover alone should sell you on the series. Something I noticed this time around is the volume of high-quality art that readers receive. Every page seems to have at least one detailed illustration of one of the spells or magicians contained within. The legendary cleric Bel Vala seems to be the all star this time around, getting no less than four separate pages dedicated to her exploits.

It shouldn’t come as a surprise that I’m recommending Wizards & Spells. In fact, I recommend the whole series. At a mere $12.99 per book, they provide plenty of value individually or as a whole. The Young Adventurer’s series is the perfect introduction to the art of character creation, and each installment is written with poise and care that may be enjoyed by both children and adults. If you’re looking to get someone into D&D but are worried they might find it daunting, try picking up one of these volumes; it may just be enough to get them hooked.

Saturday, May 17, 2025

YouTube Recommendation - Dungeon Craft

 



Another constant source of inspiration for the RPG side of me are the videos from Professor Dungeon Master of the YouTube channel Dungeon Craft. While I don't always 100% agree with his opinions, I do 100% enjoy what he has to offer to the TTRPG community.

There was a brief time, before I rebranded to The Nat 20, that I was considering taking my blog to the next level and making it a podcast rather than just the written word. Professor DM shows what I would have liked to have accomplished. He obviously has way more insight into the TTRP community than I do, so I'm glad that I decided to stay in the written word format of this blog.

Professor DM makes me not only appreciate being apart of the TTRPG community, but also gives me the occasional kick-in-the-pants I often need to not only work on my own content here, but also push forward on my other RPG projects that have been languishing in the recesses of my mind and in a variety of notebooks for years.

Sunday, May 11, 2025

Dungeons & Dragons: Dungeons & Tombs

 Title: Dungeons & Dragons: Dungeons & Tombs



ISBN: 9781984856449

Price: $12.99

Publisher/Year: Wizards Of The Coast, 2019

Writer: Jim Zub


Rating: 4.5/5


Dungeons & Tombs, like its predecessors, is written to strip away the complexities of D&D and focus on the core concepts that make up the game. Coming in at a mere 100 pages, this book is a quick dissection of what makes a good dungeon in the titular Dungeons & Dragons setting. By calling up a few classic examples from D&D lore, presenting monsters that could inhabit them (including the mimic which I felt was sorely missing from Monsters & Creatures), and even giving examples of how to build a dungeon, this book serves as a crash course in the Dungeon Master experience.

The writing of Dungeons & Tombs is the same tight structure that I appreciated in the earlier installments. Jim Zub, the author, has this remarkable talent for writing simply without feeling like he’s speaking down to the reader, which is especially important when writing for younger audiences. Despite this, I found the writing this time around a little drier than the previous books. Then again, crumbling ruins and underground caves might just lack the same dramatic appeal as knights and dragons.

The artwork is still top notch, and this time around brings with it the added bonus of being comprised primarily of beautiful landscape shots. The bestiary contained within does have its own fair share of beautiful art; the Water Elemental Myrmidon is a particular beauty. Dungeons & Tombs really flexes one of the biggest advantages D&D has over other tabletop systems which is its vast array of incredible artists practically falling over themselves to provide visual intrigue to the world.

Dungeons & Dragons: Dungeons & Tombs is a strong addition to the Young Adventurer’s Guide series. The book stands on its own as an introduction to dungeon crafting, but its greatest value will be as part of a set. Collectively, these books make for a beautiful introduction to the world of fantasy gaming and, as I said back in July, would make an effective tool even for older audiences who were less than familiar with the tropes and ideas of tabletop fantasy. I’d recommend the entire set!

Sunday, May 4, 2025

Dungeons & Dragons: Monsters & Creatures

Title: Dungeons & Dragons: Monsters & Creatures



ISBN: 9781984856401

Price: $12.99

Publisher/Year: Wizards Of The Coast, 2019

Writer: Jim Zub


Rating: 4.5/5


Access to Dungeons & Dragons was so restricted when I was growing up due to the stigma it held at the time. But now that everyone has (finally) realized that playing is not going to damn their souls, Wizards has opened the floodgates of marketing and has begun creating some amazing books for younger potential gamers. 

This small hardcover spans a bit over 100 pages and covers a decent selection of the more common creatures an adventurer might encounter. From Bugbears to Vampire Lords, Centaurs to Storm Giants, and a plethora of Dragons, this book covers not just a description, but also includes a bit of advice for each. Advice any adventurer would be glad to have when they come face to face with them in combat. Using a point system to rate the dangers of these beings, the guide gives young readers an idea of the strengths, size, and habitats of each of the 33 listings. The points range from 0 (harmless) to 5 (incredibly dangerous) and even a rating of 1 can be a decent threat to a new adventurer, so be careful! Outside of this range exists a few larger than life creatures and because of their power and abilities, they receive an Epic rating to show that only the bravest heroes with the mightiest weapons would be able to successful vanquish them. Chances are, if you see one of those, you should run!

Monsters & Creatures is broken into five sections as dictated by the areas one might run into the specific monsters. “Caverns & Dark Places” deals with underground enemies, while “Forests, Mountains, & Other Terrain” covers a lot of ground (pun intended), too! “Moors, Bogs, & Boneyards” deals with the spookier sections, “Oceans, Lakes, & Waterways” is pretty self explanatory, as is “Mountain Peaks & Open Skies.” Within each of these sections is also a short written Encounter to help illustrate how one might introduce the creature in a game. In these you’ll get a wonderful description of unicorns, Green Dragons, and more!

Adding to all of this, there are several Legendary personas like Demogorgan, Count Strahd, Tiamat, and Duke Zalto! These are just a few of the big bads that might be encountered further in an adventuring party’s career. This is where you might be inclined to run; in fact, many of these unique creatures inspire fear to such an extent that you might not be able to help yourself. But, if you are prepared and well enough equipped, imagine the legends that would be told about your character should you defeat one of them. Of course, many have tried and failed, but heroes will do what needs to be done, right?

Monsters & Creatures is a fun introduction for early readers and gamers, simplifying the information so it can be understood. This in no way replaces the core rule books for actual tabletop game play, but imagine the fun that could be had as you create some scenarios for them to get their feet wet, so to speak. Oh, and no dice are needed for this introductory level, folks. It is fun for fun’s sake. I hope you take the time to look one of these over. Who knows, you might inspire someone to take up gaming in their spare time!

Sunday, April 27, 2025

Dungeons & Dragons: Warriors & Weapons

Title: Dungeons & Dragons: Warriors & Weapons



ISBN: 9781984856425

Price: $12.99

Publisher/Year: Wizards of the Coast, 2019

Writer: Jim Zub


Rating: 4.5/5


The Young Adventurer’s Guides are aimed at the intermediate level readers and are definitive primers for the world’s greatest role playing game, Dungeons & Dragons. The book I am reviewing today, Warriors & Weapons, is geared towards character creation for these younger readers. These are more advanced than The A*B*Cs Of D&D and The 1*2*3s Of D&D, but are not quite at the level of the core rule books. That said, this book was quite informative and a fun little read. Allow me to elaborate!

Creating a character to play in D&D is itself a work of art. So much goes into building the who and what of the character that players will spend hours deliberating over the smallest things. This book will help explain the nuances to potential early gamers. The first decision any player has to make is what Race to play. Humans, as a whole, are the most adaptable but not always the best pick, depending on who you ask. Dwarves are hardy and forthright while Elves are more subtle and secretive. Crafty Gnomes, cheerful Halflings, angry Half-Orcs, quiet Kenku, feline Tabaxi, and many more exist to help craft the most personalized character possible! And no one says you have to make just one, you know.

Next up is Character Classes, in this case it is all about the Warrior sub-classes. From Barbarians and their brute strength to Rangers and their woodsy ways, there are a total of six different classes listed to aid players in finding the perfect fit for their new character. Heck, this handy little guide even supplies a flowchart to help newbies determine what will best suit them based on their own inclinations and the area in which the adventure takes place. How awesome is that? Other extras in this section include help with background stories and creating a balanced character with abilities, skills, and flaws.

The last chapter is all about Equipment. Every class has its preferred weapons and armor, as well as the types of clothing and other items needed. This section explains and details them for the player to understand the items better. So whether you like a light armor for your Rogue or heavy plate for a Paladin, this guide will help you sort it out. Weapons are an essential piece of any adventurer’s supplies; luckily, they are given some great detail here, too. Swords, Bows, Axes, and much, much more are available to pick from. Just be sure your character can use it proficiently! Included also are the items and gear needed for specific types of adventure, plus all sorts of tools and packs today’s adventure will need on the job. I particularly enjoyed the breakdown of types of packs needed for certain settings.

For a newcomer to the game and all of its many dimensions, Dungeons & Dragons might begin to feel overwhelming. But with wonderful guides such as Warriors & Weapons, it is broken down to its core pieces, enabling younger players or would be players to grasp the nuances and feel more at ease. What a wonderful time to be a tabletop gamer, with Wizards of the Coast going out of their way to help the next generations enjoy what has always been a wonderful and magical game for me and my friends.

Wednesday, April 23, 2025

The Ultimate RPG Game Master’s Guide

Title: The Ultimate RPG Game Master’s Guide



ISBN: 9781507221853

Price: $15.99

Publisher/Year: Adams Media, 2024

Author(s): James D’Amato


Rating: 3.5/5

The RPG hobby is in a radically different place in 2024 than it was when I first started playing. There are a lot more people that have been introduced to roleplaying games via actual plays that they watch for entertainment. That means there is much more of a market for a product that presents what it’s like to run an RPG before someone may have even settled on a game system or purchased their first rulebook.


The book touches on the following topics:

  • Goals for GMs
  • Dispelling Myths
  • Safety and Conflict Resolution
  • Game Formats
  • Make Choices Important
  • Session Zero
  • Game Openings
  • Plot
  • Role-Play
  • Player Characters
  • NPCs
  • Locations
  • Encounters
  • Bosses

Even though I’ve been doing this a while, the narrative is entertaining and engaging. The beginning of the book made me think that I was going to enjoy an entertainingly written refresher course, something that wasn’t presenting me with anything drastically different than I already knew, but good to revisit from time to time.

That was before I came to the sections marked “GM Tool Kit.” There are ten of these throughout the book, and include the following topics:

  • That Guy–player archetypes that may be difficult for a new GM to deal with
  • Zero Check-In–questions on various topics to revisit session zero topics
  • Suggested Openings–a list of campaign opening scenes with pros and cons to their use
  • Creating a Divination Deck–customized cards with symbols and meanings to reinforce themes you want in your game
  • Counting to Twenty–an improv exercise designed to help people make room for others in conversation
  • Flashback Cards–cards to act as prompts for players to fill in details about their past over time
  • Death and Damage Chart–a system for tracking NPCs that measures how long they remain important in a campaign and what they can accomplish off screen
  • Advanced Narration, Sense Beyond Sight–questions to help introduce additional senses to your descriptions
  • Narrative Rewards Table–rewards that act as a payoff to the desires and actions of the players
  • Big Bad Evil Moves–a system for tracking what the main campaign villain is accomplishing when not directly engaged with the PCs

My favorite GM advice books are ones that have actionable content. It’s always good to read well-reasoned advice, and to gain a new perspective, but I like having tools and procedures to work through. It helps me internalize what I’m reading, and the best tools make it easier to perform best practices in your game.

Not all these tools resonate with me, but I love the concept of all of them. The idea of the Death and Damage chart, for example, because it’s really cool to have a means of randomizing what’s going on with your NPCs. It’s a great way to make a campaign feel like a living thing. I’m just not sure all of the steps for resolving NPC actions feel intuitive. That said, I may need to play around with it to see if I get a feel for it over time.

On the other hand, I love the Big Bad Evil Moves system. It’s a great way to prod your imagination when it comes to having your campaign villains actively doing, instead of lying in wait. I wish I had had a tool like this for my 7th Sea game, for example, to work in tandem with the thinner rules that game provided on villain gambits.

The advice in this book is consistently good, but there are a few places where it really shines. One thing it does very well is avoiding absolutes. The text may tell you that it’s better to avoid X, but it will then explain why some people may like to do X, and what the major pitfalls with X are. For example, explaining while sometimes you want to engage in familiar tropes.

There is a great discussion of the pros and cons of larger or smaller groups, and what kind of campaigns work better with different group sizes. The book explains the benefits of breaking adventures into distinct scenes that have goals, as well as introducing action scenes that expand on multiple axes. The text is great at explaining the need for stakes and communicating with them and tying them to why the PCs are doing what they are doing.

The safety advice doesn’t sound perfunctory. Not only does it deal with why you want to have a safe table to keep the game going, but because it’s just good for human beings to feel comfortable and to push themselves when they want, and not when they need to react to the unexpected.

What was unexpected to me was the advice on actual play. This shouldn’t have surprised me, given that James D’Amato created the One-Shot Podcast. A lot of advice regarding new players and actual play revolves around telling people they don’t need to try do what Critical Role or Dimension20 does. Instead of dissuading new GMs from attempting an AP, the advices is actually simple and effective advice about understanding the scope of what you want to do, and the objective, making it clear that if you just want to have an AP to share with a handful of people, that’s perfectly valid.

Once this is established, there are some solid guidelines. This includes avoiding crosstalk, how much more information you need to provide in narration for people that aren’t actively playing the game with a character sheet in front of them, and being willing to engage with stories that go big.

The book is a fun read, which does a great job of introducing concepts to new GMs and breaking those concepts down into digestible bites. A lot of the negative spaces that someone might have from watching their favorite AP gets filled with solid definitions and advice. The GM Tool Kit sections make it much easier to put some of the advice into practice and provide a lot of value for long term GMs to help manage the background elements that a lot of GMs really want from their campaigns, to help make them feel more alive.

A few of the tools don’t feel as intuitive as I would like, but they may work better in actual practice than in reading about them. As a general critique of formats, the eBook is great for reference, and the audiobook is great for an initial read through, but it feels like the ideal format would natively incorporate both–but that’s a much bigger topic than just this one book. The advice moves from general and introductory towards more advanced techniques, and while the text is careful to say that much of this is optional, it’s possible that a new GM might get a little overwhelmed if they jump into using all of the tools they read about.

If you are an established GM that likes to touch base on your GMing skills by reading other perspectives and widening your toolkit, this will be a good purchase for you–as long as you pick the format that works best for how you read and reference things. If you are looking for a GM advice book for someone just entering the role of GM, that’s new to playing RPGs, this is a great introduction to the hobby.

Sunday, April 20, 2025

Scalped Vol 6: The Gnawing

Title: Scalped Vol 6: The Gnawing



ISBN: 97810401227173

Price: $14.99

Publisher/Year: Vertigo, 2010

Artist: R.M Guera

Writer: Jason Aaron


Rating: 3.5/5


Granny Poor Bear: “The Cheyenne have a story. They say there’s a great big pole somewhere, and this pole is what holds up the Earth. And the great white Grandfather Beaver of the North is always gnawing at that pole. He’s been gnawing at it for a long, long time, and it’s already half chewed up. When the people do something to make him angry, the old Grandfather Beaver sets to gnawin’ faster. Pretty soon, he’ll have gnawed all the way through. And then that pole will topple and the whole world will crash into bottomless nothing. And that will be the end of of everything, the end of all ends… All I know is, sometimes when I first wake up, I feel like I can hear it.”


Falls Down: “Hear what?”


Granny: “The gnawing.”


If you’re applying the tone for your crime noir series set on the fictional Prairie Rose Reservation, this is how you do it. Ominous, foreboding and very, very dark. In High Lonesome, Asian American crime family the Hmongs sent the sadistic Mr Brass to ensure gangster/Sioux Chief Lincoln Red Crow respected their investment in his casino. Things got bad, really bad. Now a frustrated and conflicted Red Crow is about to make things a whole lot worse. Officer Falls Down is near to finding a killer, but does he realize how dangerous his quarry is? Special Agent Nitz is so desperate to nail Lincoln he’ll throw everyone to the wolves to do it, even Dashiell Bad Horse. The pressure of being undercover in Red Crow’s organization is piling up on Dash. Lincoln’s enforcer Shunka is getting suspicious and Dash’s toxic relationship with Carol Red Crow has imploded. Meanwhile his homicidal FBI agent Diesel Fillenworth is getting out of jail. Dash’s life is spinning dangerously out of control. When life and death is par for the course on the Rez, the only question is: Who dies first?


If you’re this far into Scalped then, like Matt Fraction in his intro, you’re hooked. It’s a brutal, beautiful and captivating series. Jason Aaron writes it that way. R.M. Guéra illustrates it that way. The result is an epic that gives you a sustained and vicious emotional beating. It unfolds slowly, The Gnawing is set only a few months into the saga. From that perspective, don’t jump in at this point. If you’re already working through the series, rest assured this is worth it. As co-creator Guéra always brings a sense of vibrancy and focus to his art. The subtle change of perspectives to target, a smoking pipe or an eye movement is captivating. Features growl with anger, gasp in desperation and shimmer with cold fear. The violence is visceral, although its effect lessened due to regular exposure to it. But when the final confrontation takes place, the intensity ramps up with startling and disturbing effect. It’s brutal stuff but never threatens to replace the plot, staying relevant to its themes. Coupled with Aaron’s brilliant dialogue, it hammers home.


When Aaron and Guera take the helm then Scalped is brilliant. The Gnawing is no different. It’s noir all the way down to its dark, puss-festered core. A desperate and tasty cliff-hanger leads us into Rez Blues.

Dungeons & Dragons: Wizards & Spells

Title: Dungeons & Dragons: Wizards & Spells   ISBN: 9781984856463 Price: $12.99 Publisher/Year: Wizards Of The Coast , 2019 Writer: ...