D&D Player's Workbook of Epic Adventure and the Dungeon Master's Workbook of Worldbuilding reviews

Either book would make a great gift for the D&D fan in your life.
The Player's Workbook of Epic Adventure and the Dungeon Master's Workbook of Worldbuilding are the latest official D&D player and DM aids. Both are designed to complement 5E, blending basic information with advice on playing and running a D&D session, though a lot of the advice could be used for any edition.

DM and Player Combo.jpg


What makes these different than the player and DM advice in the Player’s Handbook, Dungeon Master’s Guide, or Tasha’s Cauldron of Everything? First, these are workbooks, with room to write in answers, sketch your character’s appearance, etc. Certain pages are even printed with a grid for drawing maps. Second, the advice goes deeper, with exercises to make characters more well rounded and campaigns more compelling.

Player's Workbook of Epic Adventure

PWoEA
is organized to take you from character concept to complete, well-rounded character. It’s divided into five sections—Learning the Basics, Creating Your Character, Defining Your Character, Playing Your Character, and The Playground. The first chapter addresses the fundamentals, like the types of dice, the shorthand that explains what dice to roll, etc.

Creating Your Character takes you through the steps of making a character. I like the chart that summarizes key points for backgrounds. For example, Guard is defined as “drilled, communal, elegant, lawful, and settled” while Entertainer is “apprenticed, independent, elegant, lawful and transient.” You still need the PHB for mechanical specifics but this supplemental material efficiently provides info new players can grasp quickly.

Part 3 reminds me of exercises in the old HERO System’s Champions III, which helps you round out your character. But instead of listing hobbies, favorite entertainment, ambitions, and philosophy of life, the PWoEA has exercises to describe the stories behind your character’s tattoos, items they carry as remembrances or tokens from family or friends, etc.

Player Defining Character.jpg


Part 4 addresses Session Zero as well as ways to bring your character to life through role-play. Exercises help the player evaluate group dynamics, who is the best at what, and more. Part 5 has ideas and information for staying in touch with the game between sessions, like journaling exercises, visualizing your last session as a movie, and such.

Dungeon Master's Workbook of Worldbuilding

Designed for both new and established DMs, DMWoW is divided into four sections. Part 1, Building Your World, is full of prompts to inspire worldbuilding and campaign design. It also offers story hooks to engage players, and tips on how to borrow from favorite books, movies, and TV shows, and blend it into something new.

Part 2, Developing Your Skills, helps you to improve your DMing, from doing character voices to improv tactics to help you better handle the curve-balls players invariably throw. Venger from the old D&D cartoon makes an appearance in the artwork for this section. It’s nice to see the old guy pop up now and then.

Venger.jpg


Part 3, Running a Campaign, gets into the nitty-gritty of makes a campaign fun for players. That includes things like compelling NPCs, developing a play style that works for you and your group, and tailoring rewards to your players’ interests.

Part 4, Adventures and Encounters, has map-making advice and prompts for creating encounters and adventures. Don’t expect full scenarios. These are adventure seeds to get you started, and then expand to suit your needs.

Both books end with the same question and response: “Is everyone at the table having a good time? So long as you can check this box, you are doing great.” It’s an appropriately encouraging note to finish on.

Summary, a.k.a. Should I Buy Them?

Both workbooks appeal to a specific yet broad audience, namely those who want to do more as a player or DM. Neither book is essential to play D&D, but could be helpful. New players and players who like to focus on role-playing are likely to enjoy the PWoEA. If your style is more hack and slay with lots of combat and little role-playing, not so much.

As for DMs, DMWoW offers a broad spectrum of tips, exercises, and advice. So if you want help with campaign ideas or to up your performance skills, it has useful suggestions.

Both workbooks are beautifully designed, with art on the end pages, gilt lettering on the covers, a clear, logical layout, and attractive art throughout. While their square binding looks good and will fit in well on your game book shelf, they’d be easier to write in if they had been spiral bound.

I only have two complaints, both of which might be minor to some. First, the lack of a table of contents is annoying. It would be a lot easier and faster to return to a section if you knew which page it was on. Instead, you could end up wasting a lot of time flipping through trying to get back to the thing you want. If you’re using a workbook a second time for a new character or campaign, it would be even easier to accidentally go past the part you’re seeking.

The second is a complaint I can level at most RPG books, though that doesn’t make it any less annoying. While attractive, the designs could be tweaked to be a bit more visually friendly. Few RPG books seem to use true black fonts any more, but they could at least use darker ink to provide better contrast. Aging eyes would also benefit from slightly larger fonts, too. Both would make flipping through to find things easier since there isn’t a table of contents.

Either book would make a great gift for the D&D fan in your life. For yourself, if you’re a new player or a player or DM who wants to up your skills, they’re definitely worth considering.

Rating: A-. Each book retails for $26 and are currently available.
 

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Beth Rimmels

Beth Rimmels

I had the idea that both books where just a summary of both core rulebooks. Even with the same art. The Venger art is from those books too.
 

I had the idea that both books where just a summary of both core rulebooks. Even with the same art. The Venger art is from those books too.
No, they're not summaries of the rulebooks. The player's book does overlap a little with the PHB in the sections on basics and creating a character but in a very abbreviated form. Both books mostly focus on exercises and idea prompts that are not in the PHB and DMG/
 

While I can see the DM's Workbook selling a moderately reasonable amount of copies, newbie DMs are notoriously worried about their skills and ability to entertain and will buy a lot of 'How to DM' books, I'm guessing the Player's workbooks just won't move the needle much at all.

Players who are interested in deep narrative backstories are going to do that by reinventing old tropes 'til they move on to new stuff as they explore different aspects of identity. And people who aren't interested in deep narrative backstories aren't going to buy a book on how to have a deep narrative backstory. They'll just reinvent old tropes until they decide to move on to new stuff and either develop that desire by exploring different aspects of identity, or not.

It really seems like Hasbro wanted to create a top-down "Self Help" book for players and DMs without actually considering what either actually needs or wants.

Edit: Apparently this is a 3rd party licensed product... which just makes it even more confusing.
 
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The second is a complaint I can level at most RPG books, though that doesn’t make it any less annoying. While attractive, the designs could be tweaked to be a bit more visually friendly. Few RPG books seem to use true black fonts any more, but they could at least use darker ink to provide better contrast. Aging eyes would also benefit from slightly larger fonts, too.

YES!!! This is a standard recommendation I've had for gamebooks ever since some genius decided to print the original Forgotten Realms campaign setting and supplements using brown ink on mottled brown paper. Designers should always keep in mind that there are plenty of older gamers in the world who like paper products instead of electronic copies and who prefer deep black ink on white paper with reasonably-sized fonts.
 



DM book makes sense. Anything to help people become better DMs. Now the real question is does it actually give "Good" advice. Clearly this means advice that fits my personal perspective on what "Good" D&D means....

Also shouldn't this be paired with some sort of online program that takes your result and present them in a meaningful way. In my mind a book paired with an app on Beyond that saves your work and then provides both a player version and the DM version to reference makes sense.
 


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