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Guildmasters Guide to Ravnica
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<blockquote data-quote="WebDMJim" data-source="post: 7531656" data-attributes="member: 6978761"><p><strong>5 out of 5 rating for Guildmasters Guide to Ravnica</strong></p><p></p><p><span style="font-family: 'Verdana'">Before I get started, I think it’s important to note that I've had the opportunity to read through </span><span style="font-family: 'Verdana'"><em>Guildmaster's Guide to Ravnica</em></span><span style="font-family: 'Verdana'"> and at PAX Unplugged ran a Ravnica one-shot. My criteria for whether a rpg book is good are based on its utility as a toolkit for helping me run a game; setting lore and mechanical support are both useful in this regard.</span></p><p></p><p><span style="font-family: 'Verdana'"><em>Guildmaster's Guide to Ravnica </em></span><span style="font-family: 'Verdana'">is not your typical setting supplement. It's not a self-contained setting book. You won't find detailed histories or lots of lore to dig into and there is no attempt to fundamentally change the core rules or play assumptions of 5e Dungeons & Dragons. However, </span><span style="font-family: 'Verdana'"><em>GGtR </em></span><span style="font-family: 'Verdana'">does have enough setting detail and lore to inspire dungeon master's willing to fill in the details themselves, and for group's familiar with Ravnica's lore already, there are guidelines for applying MtG's magic to D&D's rules.</span></p><p></p><p><span style="font-family: 'Verdana'">The book can be divided into three rough sections: chapters 1 & 2 are player-oriented and focus on helping the player create a character that is suitably Ravnican, the Introduction and chapter 3 are contain the bulk of the setting info, and chapters 4, 5, & 6 are DM-oriented adventure creation toolkits, magic items, monsters, and NPCs, as well as an intro adventure. Each chapter contains useful lore and when I was prepping my Ravnican games for PAXU I referenced all the chapters to help flesh out the adventure.</span></p><p></p><p><span style="font-family: 'Verdana'">Here are some highlights from each chapter:</span></p><p><span style="font-family: 'Verdana'">Chapter 1</span><span style="font-family: 'Verdana'">: Provides guidelines on choosing a Guild for individual players as well as forming a group with multiple Guilds. New races include Centaur, Minotaur, Loxodon (elephant people), Simic Hybrid (mutant humanoid), and Vedalken (fantasy Vulcans). Next there are a series of tables which sort the Guilds by D&D sublcass followed by two new subclass options - Order Domain and Circle of Spores for Cleric and Druid</span></p><p></p><p><span style="font-family: 'Verdana'">Chapter 2</span><span style="font-family: 'Verdana'">: Details each of the 10 Guilds and how to make a character for that Guild. Backgrounds open up new spell options for casters as well as detail the benefits PCs receive as they advance in faction rank. The NPC contacts generated here are used by the DM to tie together adventure elements generated in chapter 4.</span></p><p></p><p><span style="font-family: 'Verdana'">Chapter 3</span><span style="font-family: 'Verdana'">: Covers the six precincts of The Tenth District. This is the lightest chapter and the lore offered provides an overview of each precinct, the people who might be found there, and rumors which can be used to spur further adventures. </span></p><p></p><p><span style="font-family: 'Verdana'">Chapter 4</span><span style="font-family: 'Verdana'">: Gives DMs a variety of tables for generating adventures set in Ravnica. Each Guild gets a section with tables for villain motivations and a sample location with potential scenarios a DM could use it for. Generic tables offer guidelines for linking locations together and creating links between villains. The tables are easy to use and within minutes of rolling on them I was formulating a scenario.</span></p><p></p><p><span style="font-family: 'Verdana'">Chapter 5</span><span style="font-family: 'Verdana'">: Has tables for what sorts of items each Guild uses and has a list of new magic items specific to Ravnica. A couple of interesting items here: the School of Invention ended up as a suit of magic armor and the Illusionist’s Bracers allow a caster to cast the same cantrip twice at the cost of a bonus action, an item sure to be on every Warlock and Sorcerer’s wish list.</span></p><p></p><p><span style="font-family: 'Verdana'">Chapter 6</span><span style="font-family: 'Verdana'">: Tables for which creatures from the MM, Volo’s and MToF go with which Guild, and stat blocks for new monsters and NPCs. I’ve only used a handful of the monsters here, but the selection of monsters looks promising. There is a decent mix of monster types with humanoids, undead, and monstrosities having the most entries. </span></p><p></p><p><span style="font-family: 'Verdana'"><em>Guildmaster’s Guide to Ravnica </em></span><span style="font-family: 'Verdana'">is a true toolkit and it’s closest relative in 5e D&D is probably chapter 3 of the DMG. Those looking for setting books in the mold of prior editions or even SCAG will be disappointed. This isn’t that book, and I find it very refreshing. Within an hour of first opening</span><span style="font-family: 'Verdana'"><em> GGtR</em></span><span style="font-family: 'Verdana'"> I had an adventure ready to play and the longer I spent with the book, the more developed that scenario became and the more I was able to tie in the party’s backgrounds. I’ll take something that useful any day over pages and pages of setting lore and NPC details. I’m glad to see the D&D team experimenting with format and offering up a book that is different from prior 5e releases. </span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p></blockquote><p></p>
[QUOTE="WebDMJim, post: 7531656, member: 6978761"] [b]5 out of 5 rating for Guildmasters Guide to Ravnica[/b] [FONT=Verdana]Before I get started, I think it’s important to note that I've had the opportunity to read through [/FONT][FONT=Verdana][I]Guildmaster's Guide to Ravnica[/I][/FONT][FONT=Verdana] and at PAX Unplugged ran a Ravnica one-shot. My criteria for whether a rpg book is good are based on its utility as a toolkit for helping me run a game; setting lore and mechanical support are both useful in this regard.[/FONT] [FONT=Verdana][I]Guildmaster's Guide to Ravnica [/I][/FONT][FONT=Verdana]is not your typical setting supplement. It's not a self-contained setting book. You won't find detailed histories or lots of lore to dig into and there is no attempt to fundamentally change the core rules or play assumptions of 5e Dungeons & Dragons. However, [/FONT][FONT=Verdana][I]GGtR [/I][/FONT][FONT=Verdana]does have enough setting detail and lore to inspire dungeon master's willing to fill in the details themselves, and for group's familiar with Ravnica's lore already, there are guidelines for applying MtG's magic to D&D's rules.[/FONT] [FONT=Verdana]The book can be divided into three rough sections: chapters 1 & 2 are player-oriented and focus on helping the player create a character that is suitably Ravnican, the Introduction and chapter 3 are contain the bulk of the setting info, and chapters 4, 5, & 6 are DM-oriented adventure creation toolkits, magic items, monsters, and NPCs, as well as an intro adventure. Each chapter contains useful lore and when I was prepping my Ravnican games for PAXU I referenced all the chapters to help flesh out the adventure.[/FONT] [FONT=Verdana]Here are some highlights from each chapter:[/FONT] [FONT=Verdana]Chapter 1[/FONT][FONT=Verdana]: Provides guidelines on choosing a Guild for individual players as well as forming a group with multiple Guilds. New races include Centaur, Minotaur, Loxodon (elephant people), Simic Hybrid (mutant humanoid), and Vedalken (fantasy Vulcans). Next there are a series of tables which sort the Guilds by D&D sublcass followed by two new subclass options - Order Domain and Circle of Spores for Cleric and Druid[/FONT] [FONT=Verdana]Chapter 2[/FONT][FONT=Verdana]: Details each of the 10 Guilds and how to make a character for that Guild. Backgrounds open up new spell options for casters as well as detail the benefits PCs receive as they advance in faction rank. The NPC contacts generated here are used by the DM to tie together adventure elements generated in chapter 4.[/FONT] [FONT=Verdana]Chapter 3[/FONT][FONT=Verdana]: Covers the six precincts of The Tenth District. This is the lightest chapter and the lore offered provides an overview of each precinct, the people who might be found there, and rumors which can be used to spur further adventures. [/FONT] [FONT=Verdana]Chapter 4[/FONT][FONT=Verdana]: Gives DMs a variety of tables for generating adventures set in Ravnica. Each Guild gets a section with tables for villain motivations and a sample location with potential scenarios a DM could use it for. Generic tables offer guidelines for linking locations together and creating links between villains. The tables are easy to use and within minutes of rolling on them I was formulating a scenario.[/FONT] [FONT=Verdana]Chapter 5[/FONT][FONT=Verdana]: Has tables for what sorts of items each Guild uses and has a list of new magic items specific to Ravnica. A couple of interesting items here: the School of Invention ended up as a suit of magic armor and the Illusionist’s Bracers allow a caster to cast the same cantrip twice at the cost of a bonus action, an item sure to be on every Warlock and Sorcerer’s wish list.[/FONT] [FONT=Verdana]Chapter 6[/FONT][FONT=Verdana]: Tables for which creatures from the MM, Volo’s and MToF go with which Guild, and stat blocks for new monsters and NPCs. I’ve only used a handful of the monsters here, but the selection of monsters looks promising. There is a decent mix of monster types with humanoids, undead, and monstrosities having the most entries. [/FONT] [FONT=Verdana][I]Guildmaster’s Guide to Ravnica [/I][/FONT][FONT=Verdana]is a true toolkit and it’s closest relative in 5e D&D is probably chapter 3 of the DMG. Those looking for setting books in the mold of prior editions or even SCAG will be disappointed. This isn’t that book, and I find it very refreshing. Within an hour of first opening[/FONT][FONT=Verdana][I] GGtR[/I][/FONT][FONT=Verdana] I had an adventure ready to play and the longer I spent with the book, the more developed that scenario became and the more I was able to tie in the party’s backgrounds. I’ll take something that useful any day over pages and pages of setting lore and NPC details. I’m glad to see the D&D team experimenting with format and offering up a book that is different from prior 5e releases. [/FONT] [FONT=Verdana] [/FONT] [/QUOTE]
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