D&D 5E Acquisitions, Inc.: First Impressions

Acquisitions Inc. has earned a special, beloved place in the actual play segment of the game industry. In 2009, long before Critical Role, Sirens of the Realms, or Dice, Camera, Action, Penny Arcade debuted D&D games presented as podcasts. They later transitioned to video and live-play in front of an audience at conventions, and have even had a comic book. Crowds for those live events have grown to larger and larger venues.


Over time, the DM became Chris Perkins, senior producer of Dungeons & Dragons for Wizards of the Coast., and more recently, Jeremy E. Crawford, senor game designer for Dungeons & Dragons. Along the way, Acquisitions Inc. spawned B and C teams showcasing other player groups, some of whom involved WotC staff members.

So perhaps the only surprise is that it's taken this long for Penny Arcade and Wizards of the Coast to team up and produce an Acquisitions Inc. book, though its 10 anniversary makes it perfect timing. Could anything else be such a no-brainer for content?

For those unfamiliar with Acquisitions Inc, the adventures meld classic D&D fantasy with dark office comedy. New players are often “interns,” and AI chapters are “franchises,” complete with promises that another franchise won't invade your territory. It opens with a note from “the leader,” AI founder, Omin Dran. Interspersed through the text are additional notes by well-known AI characters Omin, Jim Darkmagic, etc.

The book's layout is logical – Acquisitions Inc.'s history, in and out of game, custom character classes to fit into its corporate structure, variants from the traditional classes, new races, spells and factions, followed by an adventure. Players are warned not to read past page 78.

This is just the first impressions article. A deeper examination will follow once I have more time with the book. Until then, I'm quite pleased with the results even though I've only occasionally watched AI games (too much to do running D&D campaigns, creating my own RPG and life in general rather than lack of interest). The comedy/business approach to fantasy adventuring isn't new (Who else read Nodwick comics?), but it seems nicely put together here, with a rather fun internal logic.

The first thing that caught my attention, though, was the Deep Crow entry in the Table of Contents. Being a lover of the entire Corvus family, I flipped straight to the monster section of a book for the first time in my life. The entry did not disappoint. While technically labeled a form of avian insect, they look like a very large, monstrous version of crows. With a 9 challenge rating, they'll be capable adversaries for your players. The Ancient Deep Crow is even more dangerous, with a challenge rating of 12 and lair actions.

I was initially excited by the monster entry for the Clockwork Dragon, too, but that waned as I read the listing. I love, love, love the idea of a clockwork dragon (only slightly less than that of a crow that gets a legendary action). The description talks about how clockwork dragons are a “formidable guardian and defender.” You can then, perhaps, imagine my surprise when I see that its challenge rating is only a 1. Yes, it gets a rechargable breath weapon but really? A CR 1? I expected better (and will be tweaking it for my own campaigns).

After that, the next thing I noticed was the artwork. Part of it is, logically and obviously, in the same style as that of their animated openings, comic book, etc. Others, like the art of “Happy Franchise Staff” on page 12 has a style I'd call “Acquisitions Inc. adjacent.” It fits the flavor of the animated art while being its own style with more depth, more subtly, and more, well, “realistic” seems a poor choice for the situation, but it is. While all of the artwork is good, I like the AI-adjacent style artwork a lot.

The section, Playing with Class, could fit nicely with the character class options presented in Xanathar's Guide to Everything. Like that book, it contains random tables for each class that you can use as is or to make your options for topics like signature items for a barbarian or Terrible Secrets for a paladin.

Some are clearly humorous, like the monk stance “Incontinent Elder – standing straight, knees together (excellent for surviving those long queues)” or Legendary Catchphrases like “'Surrender' is my middle name but it was a family thing and I never use it.” Others are geared specifically for Acquisitions Inc. adventures, like Barbarian Style such as “a fur-lined, double-breasted suit with a corporate logo on the pocket” or Cool Mottos for a warlock like “I'm the prophet of profit and I've got a prediction for success.” Others would fit in perfectly in any type of campaign, like a fighter's signature equipment that is “a bow carved with images of the phases of the moon” or a druid's Creatures to Care For that includes “a colony of bees whose hive once hung from a tree in your homeland.”

Similarly, the character quotes scattered through the book range from the accurate (“What a customer wants is not always what a customer needs... or gets.”) to the line between funny and disturbing (“Hirelings are kindling in the fire of opportunity.”).

The book also guides you through creating your own Acquisitions Inc. franchise for your players, complete with random tables for when you might have to do it quickly. Probably the part that might interest AI watchers the most is the NPC section that stats out well-known characters like Omin Dran, Jim Darkmagic, Rosie Beestinger and Brahma Lutier. I'm a bit surprised that they cap out at fifth level but the included adventure is for levels 1-5 so there is an internal logic to it.

Overall, I think AI fans will be happy with the Acquisitions Inc. book. I can't wait to dive deeper into it for my follow-up review.

This article was contributed by Beth Rimmels (brimmels) as part of EN World's Columnist (ENWC) program. If you enjoy the daily news and articles from EN World, please consider contributing to our Patreon!
 

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Beth Rimmels

Beth Rimmels

Parmandur

Book-Friend
Oh, please. The FR still get way more attention than ANY other settting, so your grousing just comes off as petulant to those that are fans of those other settings. Secondly, there are more Realms products that AI, so your doomsday prediction doesn't hold water. Also, the Realms aren't sacrosanct. P.S. You have no room to talk about joke products until the realms gets it own version of the Castle Greyhawk module.

But I dunno, people like Ed Greenwood and R. A. Salvatore who like Acquisitions, Inc...can they be considered Real Forgotten Realms Fans™, or are they just Johnny Come Lately posers?
 

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Mournblade94

Adventurer
But I dunno, people like Ed Greenwood and R. A. Salvatore who like Acquisitions, Inc...can they be considered Real Forgotten Realms Fans™, or are they just Johnny Come Lately posers?

I haven't called anyone that likes it a poser fan or anything of the sort. Nor am I railing against people buying it if they want.
[MENTION=6563]Azzy[/MENTION]

I would much rather have no development than wholesale changing of the realms like 4e did. Be careful what you wish for

I play Forgotten Realms for High Fantasy simulation. I have no desire for forgotten Realms to be the office humor campaign world. I'd take no development over that just like I didn't want them to change all the areas for 4e.
 

smerwin29

Reluctant Time Traveler
Thanks for all the great feedback. As one of the writers on the book, and as someone who has worked in the Realms on official products for more than 10 years, I took great care in ensuring that everything in the book that I wrote or edited or developed made sense in the Realms, regardless of tone. People play D&D in different ways, and none of those ways are better or worse than any other, and they all have a place in not just the Realms, but in any of the D&D settings.

As those of you who are at all familiar with the AI content knows, parts of it are silly. Parts of it are a bit slapstick. And parts of it are satire. But there are also parts of it that are grim, deeply complicated, and deadly serious. What captured my fancy with AI in its earliest incarnations was that it was much like my own home campaigns over the years - lots of joking that contrasted and illuminated the seriousness of the plot - but with AI that joking took on a unique form. The campaigns incorporated the jokes rather than brushing them off, and, in a complicated and subtle way, transcended the jokes while still putting them forward.

We worked hard to make sure the mechanics, even when placed on a humorous or satirical frame, worked well as D&D mechanics. The adventure, while it presents a structure that highlights how to use an AI franchise in your campaign, can still be run as a typical starting campaign with very little tweaking necessary.

In the world of the Realms, I have written hundreds of thousands of words. I wrote "Halls of Undermountain" and the Moonshae Isles Guide. I wrote part of the D&D Next products "Confrontation at Candlekeep" and "War of Everlasting Darkness" and "Ghosts of Dragonspear Castle." I helped administer the Living Forgotten Realms campaign, and I write extensively in the Adventurers League campaign. The same care I took with all those went into the AI book, and the rest of the team felt that burden and mandate as well.

Thanks to everyone who supported the effort. And thanks to those who took the time to read the content of the book before passing judgement on it. I can't say it's for everyone, but, of course, nothing is. If you're ever at a convention where I'm attending, please say hi, and I'd be happy to chat about it or anything else related to this great game and hobby we share.
 

Mournblade94

Adventurer
It's all fair enough. I recognize I sound like a grumpy old man. I'm 46 years old, so more than likely I'm reacting to this as evidence the products are being made for younger gamers and I'm aging out of WOTC target audience.

Such is life.
 

bedir than

Full Moon Storyteller
It's all fair enough. I recognize I sound like a grumpy old man. I'm 46 years old, so more than likely I'm reacting to this as evidence the products are being made for younger gamers and I'm aging out of WOTC target audience.

Such is life.
It isn't a WotC book.
It is the first of more than a dozen Realms based 5e books that takes the heavy comedic tone.
They still aren't forcing anyone to play this style of game. It's not part of AL.
 

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