EXCLUSIVE: New products for 2021

Happy April Fool’s!

D&D fans are always on the lookout for ways to spend their hard-earned cash. Now, in a world exclusive, Scroll for Initiative can reveal that the following D&D products are confirmed for autumn 2021. Merch, merch, merch!

Spelljammer: Adventures in Wild Space

The final frontier. May the Force be with you.
– Elminster

Finally, after years of hints, Spelljammer IS confirmed. The much beloved campaign setting was long overdue for a 5e reboot, and fans of the original sourcebooks will not be disappointed.

We can reveal that the new sourcebook willl contain:

  • Revised rules for ship combat, including heavy weapons, ramming, and hexcrawls between spheres
  • Two new playable races: the giff and the neogi
  • Four new subclasses
  • Stats for at least four new monsters, including comet steeds, radiant dragons, giant space hamsters, and more
  • A short introductory adventure: Lost Mine of Phandelver . . . in Space!
  • A 3D poster map

It is expected that the next few hardback adventures will focus on Wild Space. However, following in the tradition of 5th edition Forgotten Realms adventures, only ten percent of the Wild Space setting will actually appear.

An alternative cover design containing real space dust will be revealed next month on my YouTube channel (I just need to set it up first). Stay tuned!

Curse of Strahd: Kill Strahd Yet Again

Following the success of 2016’s Curse of Strahd and last year’s Curse of Strahd Revamped, fans will be delighted to learn that the next published adventure will be Kill Strahd Yet Again. Plot details are scant at this stage, but it’s rumoured that this $50 adventure will take adventurers back to Barovia to find that Strahd has once again . . . ah, you know the rest.

47th anniversary dragon and dice

To celebrate nearly 50 years since the original Dungeons & Dragons game was published, we can expect to see a new amethyst dice set, expected to retail for just $400. The dice set will come with a custom dice box and dice tray combo and an exclusive sticker set. There are also plans to release an amethyst dragon made of real plastic, which will be snapped up by collectors for the price of just $90!

Lifesize Tiamat model

Fans were delighted to learn this week that an official update of the Tiamat miniature is in the works: the biggest D&D mini yet. It’s expected to retail for under $400. What is yet to be revealed, however, is the lifesize Tiamat model, constructed at 1:1 scale. D&D fans with a spare garage/aircraft hangar will be able to house this magnificent mini biggie for just $24,000.

Player’s Handbook: Neckbeard Edition

D&D is as popular as it has ever been, and there’s no desire for a new edition any time soon. However, for some of the game’s oldest fans, D&D isn’t what it used to be, so a special edition Player’s Handbook is now in the works for December 2021.

If you’re a sexist and a racist uncomfortable with the concept of diversity, you will be pleased to see a return to the male pronoun throughout, and almost all the humans depicted in the artwork will be white men (because D&D IS EUROPEAN MEDIEVAL FANTASY GODDAMNIT!!!!1!). Some women females will be shown, but they will be depicted exclusively in boob plate and chainmail bikinis. Orcs will be back to their always-evil, pig-faced selves.

In terms of rule changes, Armour Class is likely to be replaced by THAC0, fighters will be renamed ‘fighting men’, and the grapple rules of 3rd edition will return with all their tactical crunch (get your flowcharts ready). Female characters will start with lower Strength scores, bards will be a complex multiclass option, and best of all, the rulebook will return to 9-point Futura. We can’t wait.

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Using Published Campaign Settings

Wizards of the Coast

Making your own homebrew campaign setting can be a daunting undertaking. World-building can be very time-consuming, and if you’re not really that interested in cartography, demographics, cosmologies, pantheons, and so forth, you might find yourself reaching for a someone else’s work.

How should you go about using a published campaign setting?

Where to start?

A published campaign setting can be overwhelming because of the sheer volume of lore you are drawing upon. The Forgotten Realms Campaign Set was released in 1987. Greyhawk, Gary Gygax’s home setting, was created at least a decade earlier. Even Eberron, a relative newcomer on the D&D scene, is now 16 years old and has appeared in three different editions of the game. It can be hard to know where to start.

Here are my tips.

1. Choose your flavour

Published D&D settings can be very different. Think about the general ‘vibe’ you’re going for, and go from there. To summarize a few:

  • The Forgotten Realms is the official campaign setting of 5th edition and probably the most widely played. It is a fairly ‘vanilla’ fantasy world.
  • Greyhawk, too, is something of a ‘generic fantasy setting’. (That’s not necessarily a bad thing, of course!)
  • Eberron might best be described as ‘magitek’ or ‘dungeon punk’, drawing its inspiration from pulp advenure stories and film noir.
  • Dragonlance, based on the novel series of the same name, is a bit more high fantasy. The balance of good and evil is a key theme.
  • Ravenloft is dark fantasy or gothic. Curse of Strahd gives you a good sense of its tone.
  • Dark Sun is a godless post-apocalyptic desert world with sword and sorcery elements.
  • Planescape centres around Sigil, the City of Doors, a strange metropolis that lies outside the multiverse and a hub for a vast network of magic portals.
  • Spelljammer is . . . D&D in space.

You’ve also got the Inner Sea region, the excellent setting of the Pathfinder RPG, and the various Magic: The Gathering crossovers, if that’s your thing.

It’s worth mentioning that only two of these settings have received substantial 5th edition support: Eberron and the Forgotten Realms. It’s also worth setting that many of these settings have many different flavours within them. Eberron, for example, could be a Raiders of the Lost Ark–style temple run in Xen’drik, a Chandleresque hard-boiler in Sharn, a Lovecraftian cosmic horror story from the Far Realms, or something else entirely.

2. Start local

Storytelling in All its Forms: The Dragon of Icespire Peak Campaign Diary -  Episode 1 - Welcome to Phandalin

Wizards of the Coast

This is the approach of Lost Mine of Phandelver and Dragon of Icespire Peak, both set in the small frontier town of Phandalin and its environs. ‘The Forgotten Forge’, the 1st-level adventure in the original Eberron Campaign Setting, takes place entirely in Sharn. There is no reason to cover the whole world at once. Start small and build out from there.

This is a good tip for any campaign, frankly, especially if you start at 1st level. The world that matters the most is the world you build with the players. However, there does come a point where you want to increase the scope. As a rule of thumb, consider expanding out a little with each tier of play. Go to Xen’drik in Tier 2. Have a big bust-up between nations in Tier 3. Walk the planes in Tier 4. Or mix it up. The Dungeon Master’s Guide has some good guidance on pages 36–38.

3. Steal, steal, steal

One of the advantages of using a published campaign setting is the abundance of material you can borrow from, so take advantage of it! Raid old modules, ask questions on subreddits, consult the Dungeon Masters Guild and DriveThruRPG for sourcebooks old and new. The biggest campaign settings have wikis that are fairly reliable, and creators like Ed Greenwood and Keith Baker (to name but two) are fantastic for regularly sharing their thoughts about their settings on Twitter and their own websites.

What can you steal? Maps, art, monsters, NPCs, dungeons, artifacts, storylines, lore. In short: anything! It’s your campaign, and the published material is there to make your life easier. There’s no shame whatsoever and borrowing liberally from any sources you can find.

4. Drill down the ‘aspects’

This is a trick from Fate Core that I find handy.

‘Aspects’ are Fate’s big thing. An aspect is a phrase that describes something unique or noteworthy about whatever it’s attached to. If you find the copious background reading on your campaign setting to be a bit much, try reducing the setting down to a series of aspects.

Silver Marches | 5th Age Campaigns' home rules | Obsidian Portal

Wizards of the Coast

For example, let’s say we’re running a campaign in the Forgotten Realms. One of my favourite parts of the Realms is the Silver Marches, sometimes called Luruar. At kingdom scale, I might pick out eight to ten key sites that want to remember and then reduce them to ‘aspects’. It might look something like this:

  • Silverymoon: beautiful city of culture and magic
  • Everlund: mercantile city ruled by council of elders
  • Sundabar: harsh fortress city
  • Citadel Adbar: massive dwarven fortress
  • Citadel Felbarr: reclaimed dwarven citadel
  • Mithral Hall: dwarven mining stronghold
  • Beorunna’s Well: ancestral home of the Black Lion barbarians
  • The Evermoors: vast, foggy, troll-infested bog

This might be a bit minimalist for some, but for time-pressed DMs, it can be a useful shorthand. You can then improvise around these descriptions and make the setting your own (see the sixth point, below).

5. Three big schemers

Published campaign settings are not just a series of locations: they are also filled with people and organizations. And sometimes, the sheer number of forces at work can be a little intimidating for someone new to the setting.

My tip: restrict yourself to three big movers and shakers at any one time. In the Forgotten Realms, your campaign might revolve around the Lords’ Alliance, the Arcane Brotherhood, and the Kingdom of Many-Arrows. For Eberron, you might focus on the Aurum, the Dark Lanterns, and House Cannith. Obviously there’s no need to make this an absolute rule – by all means throw in a fourth or fifth if you want – but too many factions can lead to gambit pileup. Give your players a chance to learn more and more about the factions they know well and let the others slip into the background.

6. Break canon: kill your darlings

Wizards of the Coast

One of the biggest problems with a published campaign setting is the feeling that you have to honour it in some way. ‘What if my players know the setting better than I do?’ ‘Is my Sharn “accurate”?’ ‘Will the players want to meet Drizzt Do’Urden?’

Don’t let a published setting overshadow your own creativity. Ed Greenwood doesn’t want you to do that. Keith Baker doesn’t want you to do that. Your players don’t want you to do that.

More important than any of the other tips in this article is this one: make the setting your own. Do you want to run a Waterdeep campaign with Victorian-era technology? Go for it. Do you want an Eberron campaign where the Lord of Blades won the Last War and machines rule the world, Terminator style? Sounds fun. Fancy a Rime of the Frostmaiden–Dark Sun mash-up, with a post-apocalyptic tundra instead of a blasted desert world? Give it a try.

Whatever game you run, make sure the heroes at the heart of it. If you want to introduce Volo or Elminster or Drizzt or Mordenkainen, feel free to. But its your heroes’ story, not theirs. Treat a published campaign setting as a starting point, not an endpoint. If you want to rip it up and do your own thing with it, do. Make whatever changes you want.

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