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Guildmasters Guide to Ravnica
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<blockquote data-quote="Ray Franklin III" data-source="post: 7532163" data-attributes="member: 6909237"><p><strong>4 out of 5 rating for Guildmasters Guide to Ravnica</strong></p><p></p><p>As someone who plays MTG and D&D I was kind of excited about this product. I initially was not planning on purchasing it though. My Wednesday group is at the end of a Tomb of Annihilation Campaign with plans for moving those characters into Against the Giants from Tales of the Yawning Portal. Additionally I am running a long term Eberron Campaign for my monthly Saturday group. I really didn't feel like I needed this book. Then I got to thumb through it a bit at my FLGS, and I knew I had to have this book. </p><p></p><p>Initially I doubted I would ever run a Ravnica D&D game, but after reading through this book, I have to say I am somewhat intrigued by the idea. This world is unlike any other in the D&D realms, but yet has some familiarity to it as well. There are new races and unique spins on existing races. There are two new cleric domains which I thought was a very exciting edition. A Ravnica campaign can easily support many different group play styles up to and including murder hobo's. (Not a thing I personally enjoy but I hear its a thing for some folks). I particularly liked the parts about how to form a party from a specific guild, giving suggestions about which classes would make up a good adventuring party for that guild. </p><p></p><p>The whole world is either a city or the ruins of a city (rubble belts). You could literally have a world spanning ultra super mega dungeon. While the book doesn't detail this kind of stuff, it certainly plants plenty of seeds for it.</p><p></p><p>I also see plenty in this book I can cherry pick, for instance Golgari and Izzet are very likely to find their way into my Eberron game as new organizations in Sharn. Boros is likely to become a sect of the Silver Flame or a totally new offshoot. </p><p></p><p>The book offers a high level overview of Ravnica and its Guilds. It leaves a lot open for a DM to flesh out, but I am OK with this. If you have hard core MTG players in your group you can either set the expectation with them that things might be different than they expect or you can work with them to fill in the knowledge you may not have. Or... go do some online research. There is plenty enough to work with in this book to get you started, and I for one could have a blast looking at pre-published adventures and trying to figure out how to Ravnicize them.</p></blockquote><p></p>
[QUOTE="Ray Franklin III, post: 7532163, member: 6909237"] [b]4 out of 5 rating for Guildmasters Guide to Ravnica[/b] As someone who plays MTG and D&D I was kind of excited about this product. I initially was not planning on purchasing it though. My Wednesday group is at the end of a Tomb of Annihilation Campaign with plans for moving those characters into Against the Giants from Tales of the Yawning Portal. Additionally I am running a long term Eberron Campaign for my monthly Saturday group. I really didn't feel like I needed this book. Then I got to thumb through it a bit at my FLGS, and I knew I had to have this book. Initially I doubted I would ever run a Ravnica D&D game, but after reading through this book, I have to say I am somewhat intrigued by the idea. This world is unlike any other in the D&D realms, but yet has some familiarity to it as well. There are new races and unique spins on existing races. There are two new cleric domains which I thought was a very exciting edition. A Ravnica campaign can easily support many different group play styles up to and including murder hobo's. (Not a thing I personally enjoy but I hear its a thing for some folks). I particularly liked the parts about how to form a party from a specific guild, giving suggestions about which classes would make up a good adventuring party for that guild. The whole world is either a city or the ruins of a city (rubble belts). You could literally have a world spanning ultra super mega dungeon. While the book doesn't detail this kind of stuff, it certainly plants plenty of seeds for it. I also see plenty in this book I can cherry pick, for instance Golgari and Izzet are very likely to find their way into my Eberron game as new organizations in Sharn. Boros is likely to become a sect of the Silver Flame or a totally new offshoot. The book offers a high level overview of Ravnica and its Guilds. It leaves a lot open for a DM to flesh out, but I am OK with this. If you have hard core MTG players in your group you can either set the expectation with them that things might be different than they expect or you can work with them to fill in the knowledge you may not have. Or... go do some online research. There is plenty enough to work with in this book to get you started, and I for one could have a blast looking at pre-published adventures and trying to figure out how to Ravnicize them. [/QUOTE]
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