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Guildmasters Guide to Ravnica
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<blockquote data-quote="castlewise" data-source="post: 7531152" data-attributes="member: 6669618"><p><strong>3 out of 5 rating for Guildmasters Guide to Ravnica</strong></p><p></p><p>This book is a great resource for the DM who wants to break away from standard D&D and the Forgotten Realms in particular. The book uses the MtG setting of Ravnica as a springboard to introduce a bunch of alternative takes on existing creatures and archetypes. Its got a handful of new material for players, including two interesting subclasses that popped up in UA, an in depth discussion of the ten guilds of Ravnica, a reasonable introduction to a portion of the city if Ravnica, and some good monsters. The main issue is that the book seems to be targeting someone who already has a reasonable amount of experience with both D&D and Magic (and Ravnica in particular). This is very much a setting source book and not a campaign; it asks a lot of GM's in terms of building an adventure, fleshing out the world, re-flavoring existing monsters and items, etc... I would be pretty hesitant to recommend this book to someone who is new to D&D. On the other hand if a GM wanted to be faithful to the Ravnica setting, and not just flavor their own creation with ideas from Ravnica, then they are going to have to go elsewhere to brush up on their MtG lore because while the book does a very good job of describing the guilds it has significantly less history and backstory than, for example, the Sword Coast Adventurer's Guide. Overall I liked it because the MtG elements add an interesting twist to well worn D&D classics, but don't think everyone will find it fully satisfying.</p></blockquote><p></p>
[QUOTE="castlewise, post: 7531152, member: 6669618"] [b]3 out of 5 rating for Guildmasters Guide to Ravnica[/b] This book is a great resource for the DM who wants to break away from standard D&D and the Forgotten Realms in particular. The book uses the MtG setting of Ravnica as a springboard to introduce a bunch of alternative takes on existing creatures and archetypes. Its got a handful of new material for players, including two interesting subclasses that popped up in UA, an in depth discussion of the ten guilds of Ravnica, a reasonable introduction to a portion of the city if Ravnica, and some good monsters. The main issue is that the book seems to be targeting someone who already has a reasonable amount of experience with both D&D and Magic (and Ravnica in particular). This is very much a setting source book and not a campaign; it asks a lot of GM's in terms of building an adventure, fleshing out the world, re-flavoring existing monsters and items, etc... I would be pretty hesitant to recommend this book to someone who is new to D&D. On the other hand if a GM wanted to be faithful to the Ravnica setting, and not just flavor their own creation with ideas from Ravnica, then they are going to have to go elsewhere to brush up on their MtG lore because while the book does a very good job of describing the guilds it has significantly less history and backstory than, for example, the Sword Coast Adventurer's Guide. Overall I liked it because the MtG elements add an interesting twist to well worn D&D classics, but don't think everyone will find it fully satisfying. [/QUOTE]
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