Wizards of the Coast launches official Dungeons & Dragons Actual Play show

Dungeon Masters premieres next week on April 22nd.
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Wizards of the Coast is getting back into the Actual Play game. Today, Wizards announced via Variety that they are launching a new Actual Play show called Dungeon Masters, starring Jasmine Bhullar as the Dungeon Master along with players Mayanna Berrin, Christian Navarro, Neil Newbon and Devora Wilde. Wilde and Newbon are veterans of Baldur's Gate 3, a smash hit for the Dungeons & Dragons IP. However, both actors will be playing new characters and not their Baldur's Gate 3 characters.

Of note is that the show will feature "official, unreleased D&D content" which will be put up for sale on D&D Beyond following every episode. The first arc takes place in Ravenloft and will feature content from Ravenloft: The Horrors Within. New episodes will be released weekly on YouTube, starting on April 22nd.

Wizards of the Coast previously produced several official D&D Actual Play series, including Dice, Camera, Action and Force Grey. Dice, Camera, Action was their flagship D&D program for years until it unceremoniously ended due to a scandal involving two of its players.
 

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Christian Hoffer

Christian Hoffer

Also, in regards to views for the show: it has held steady at around 300k+ views, with only the premiere holding 1.1M views. Most people don't watch live-plays right when they premiere for multiple reasons, and with the timeslot it is (9:30PM ET), many probably wait until a few days after to watch it. Yesterday's episode is at 17k, and most likely will have similar numbers as the previous episodes before the next one drops. I'd say these are not bad numbers, specially since most live-plays don't reach that kind of viewership. That Character Sheet video is probably trying to spin the initial drop as something negative to farm channel views
Yeah, youtube view counts don't affect my enjoyment of the show. Though I do hope they do well so they produce more shows after this run is done.

I never watch dungeon-tube youtube clickbait scandal-chasers. They're uniformly unreliable by their very design.
 

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I'd say these are not bad numbers, specially since most live-plays don't reach that kind of viewership.
Yeah, if you don't have Matt Mercer or Brennan Lee Mulligan, you're going to have lower numbers on an actual play. That's just the way it is currently.

I think WotC is likely very happy that 300k people are spending an hour a week watching a video featuring their upcoming Ravenloft book.
 


As for the gods being the same, most are not. There are just a few that seem to be particularly memorable that authors seem to want to insert into multiple worlds (like Lolth, or Tiamat).
It seems Paladine and Fizban are everywhere also.

It seems to me if you are copy and pasting the same god over and over with a new name, you are cheating the customer both in terms of gameplay functions, and the fiction.
 

I wonder if @JLowder can comment on this, at least the gods thing if not the "doors" or "bridge" part since he was there.

There isn't, as far as I know, a current official cosmology or single explanation for all this, but the company has offered various options through official releases such as Manual of the Planes and the Planescape setting over the years.

Whether travel between worlds/settings in the game is easy or not depends on your campaign. It's been an active discussion for years. One of the issues raised by designers when Spelljammer was being put together was the potential damage linking the worlds could do to their individuality. It looks to be the same concern you are raising, and it's a legit question. But the solution we settled on back when Spelljammer was first released was to make the journey itself difficult and dangerous, so travel between the Realms and Krynn, for example, could be relatively rare if that's how you wanted to play it. If you as a GM wanted travel to be impossible in your campaign, to keep the worlds distinct, it's easy enough to come up with an in-continuity reason for that. Spelljamming isn't a thing and the way magic works on the different worlds makes traveling by gate quite dangerous and tied to potentially deadly or horrible side effects you don't want to risk. If you want some stable gates or bridges, they can exist, but you can throttle their use as desired through plot and associated game mechanisms.

With the gods, my baseline was always that the mortal characters, even the most powerful PCs or NPCs, could understand the divine only up to a point, after which it required faith from them to interact with or accept the divine. That means mortal characters with imperfect knowledge, which is a powerful game and narrative tool. (For Ravenloft, the one hard and fast rule we stuck by was the Dark Powers and their motivations were unknowable. They may or may not be divine, but they are distant and their goals a mystery. That's one of the things that helped make the setting suitable for horror stories.)

Inasmuch as Prince of Lies is a place where the official releases explore that concept, that's foregrounded. It's part of the reason why I have the chapter with a god doing multiple things at the same time, to emphasize the "alien" divine reality or the chapter with Adon, who had been a friend and companion of the characters who were raised up to be gods, standing in the asylum, unable to figure out why the deities don't just end the suffering. He's mortal. He doesn't get how the hierarchy and politics and divine motivations work. In Ring of Winter, Rayburton gets caught up in celestial bureaucracy after he dies because different gods hold sway over different parts of the Realms. The whole system is not clear to him. Then again, maybe Ubtao in Chult is also related to Ao in the Heartlands, as the names suggest. (There is no official answer there, but I named Ubtao to create the possible resonance. Possible, not defined, though.)

So, sure, it's possible Tiamat could have worshipers and a presence on multiple worlds. But that could also be the reason why travel between those worlds is now hard. The local gods do not want another deity from elsewhere to land potential worshipers and gain a foothold. They saw what happened with Tiamat. You can also build your campaign so that the God of Knowledge is the same across worlds, just using different names to fit with different cultures. Or people think that the god is the same and are wrong, thanks to imperfect knowledge and/or divine deception. One of my favorite things about working on projects like Prince was exploring that gap and the notion of faith, and I tried to leave the big questions open because it's more interesting that way. (And I've had some great conversations with other Realms creators on the subject. Bob Salvatore and I had a long phone call after Prince came out where we discussed whether or not there could be atheists or agnostics in a world like the Realms where the gods regularly manifest--I firmly believe the answer is yes because of the imperfect mortal knowledge or the possibility some gods are kind of grifters, as Prince suggests, and Bob was surprised I took that route. He liked it but hadn't considered it.)

How it all plays out for your campaign depends on what you want. Ideally, Wizards would be smart to give people options and tools to make it possible for them to build the campaign they want without dictating a specific style of play. The company's decision to abandon formal canon is a step toward doing that, I think. So if you want your worlds distinct, build those walls and make the walls and their functioning part of your story, if that works for you.

Hope that helps.
 
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I do think it's smart what they've done; they film a 4ish hour session and split it into two episodes, giving enough each to satisfy the audience while not being overwhelming on the audience's time. The short length makes it more palatable for someone to think about coming back or making time for it.
 

as far as I know it's because the names of each, and the settings they're in, predate the various connections that have been devised between them
If you have to buy a new book, it was hidden. Where is it in the main game?

The quote just seems like a lazy retcon.

Like they are trying to turn it all into Marvel? Soth will be the IronMan to set up a 30 movie empire?
 

I think we just need a thread for people to talk about the show. 99% of this thread is you giving a negative take about something random and then a bunch of people arguing with your hot take.
Then all should be, because on certain ones I see the same person a lot, but to add to the "views", it seems nobody is interested in the show enough to discuss it. :(
 

Hope that helps
Very much so. Now I just wonder why they did not do it from the beginning. Just have a book of gods for different things for people to pick from. I read about the copyright issue book with Lovecraft, but I mean a dedicated Gods of D&D book. It would probably help many people, because I have seen game videos with tertible god names.

Thanks for again stopping by. Between you, Sly Flourist, and 3 other people on this website, I have learned a lot.
 
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If you have to buy a new book, it was hidden. Where is it in the main game?

The quote just seems like a lazy retcon.

Like they are trying to turn it all into Marvel? Soth will be the IronMan to set up a 30 movie empire?
There is no main game; D&D doesn't have an official setting or world. It used to be so back in 1E with Greyhawk, but that ship sailed long ago after multiple settings were published in AD&D and after. 3E and maybe 4E were the last editions where you "could" argue were primarily set in the Forgotten Realms, but 5E (and 5.5E) no longer has one. Every DM chooses what to add from each world based on the campaign they want to create, and certain settings allow for that more than others, like JLowder explained above.

Also: some of the Marvel staff may have used D&D as inspiration in their movies, which has been pointed out in multiple articles. Guardians, Dr. Strange and Avengers are some of them
 

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