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5 New D&D Books Coming in 2023 -- Including Planescape!
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<blockquote data-quote="OB1" data-source="post: 8796115" data-attributes="member: 6796241"><p>[USER=20323]@Quickleaf[/USER] My group has been playing the included adventure in Spelljammer since it came out and having a blast. Now I've been aware of the setting for 35+ years, but never had any of the old books (just always liked the concept) and the players had either never heard of it or never played either. </p><p></p><p>I'd say that the set is a very good introduction to the setting. The adventure is laser focused on the primary plot, giving enough info and room to be expanded on wherever I want (or wherever the players decide to go). Same with the guide. It's more about inspiration that prescription, if that makes sense.</p><p></p><p>I get the feeling that my players are going to want to continue in the setting at the end of the adventure, and I feel like I have plenty to hang a campaign on if they do. I'll probably start digging into either DMGuild or older books to help flesh it out, but I've also got a lot of my own ideas to bring to the frame from my own sci-fi and fantasy background.</p><p></p><p>I will say that Boo's Menagerie is probably worth the price of admission alone. Some of the best and most challenging monsters WoTC has put out yet. And I've been pleasantly surprised at how tough a lot of the single encounter adventuring days that the adventure puts together has been. Wildspace is freaking dangerous.</p></blockquote><p></p>
[QUOTE="OB1, post: 8796115, member: 6796241"] [USER=20323]@Quickleaf[/USER] My group has been playing the included adventure in Spelljammer since it came out and having a blast. Now I've been aware of the setting for 35+ years, but never had any of the old books (just always liked the concept) and the players had either never heard of it or never played either. I'd say that the set is a very good introduction to the setting. The adventure is laser focused on the primary plot, giving enough info and room to be expanded on wherever I want (or wherever the players decide to go). Same with the guide. It's more about inspiration that prescription, if that makes sense. I get the feeling that my players are going to want to continue in the setting at the end of the adventure, and I feel like I have plenty to hang a campaign on if they do. I'll probably start digging into either DMGuild or older books to help flesh it out, but I've also got a lot of my own ideas to bring to the frame from my own sci-fi and fantasy background. I will say that Boo's Menagerie is probably worth the price of admission alone. Some of the best and most challenging monsters WoTC has put out yet. And I've been pleasantly surprised at how tough a lot of the single encounter adventuring days that the adventure puts together has been. Wildspace is freaking dangerous. [/QUOTE]
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5 New D&D Books Coming in 2023 -- Including Planescape!
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