Magic: The Gathering, the iconic collectible card game that has attracted more than 50 million fans since its launch in 1993, is one step closer to bringing its vast fantasy world to the big screen. After several failed attempts at a film adaptation, the latest news about a live-action movie has begun to generate expectations. According to Deadline, Noah Gardner and Aidan Fitzgerald have been appointed as the screenwriters for the project, which is in its early stages of development. A Magic movie is in development The game, in which players assume […]
Magic: The Gathering, the iconic collectible card game that has attracted more than 50 million fans since its launch in 1993, is one step closer to bringing its vast fantasy world to the big screen. After several failed attempts at a film adaptation, the latest news about a live-action movie has begun to generate excitements. According to Deadline, Noah Gardner and Aidan Fitzgerald have been appointed as the screenwriters for the project, which is in its early stages of development.
A Magic movie is in development
The game, in which players take on the role of powerful planeswalkers who summon creatures and cast spells, takes place in a multiverse of fantastical worlds. This universe has had successful collaborations with other franchises, such as Dungeons & Dragons and The Lord of the Rings. Additionally, Magic: The Gathering is Hasbro’s first brand to raise one billion dollars, which has allowed its expansion into other media, such as comics, novels, and video games.
Hasbro and Legendary Entertainment, the companies behind the adaptation, plan not only a movie but also a broader cinematic and television universe based on the franchise. Although the possibility of Matt Johnson directing the film had been mentioned, it is unclear if his involvement is still on the table, as the project is in its early stages, suggesting that there is still room for changes in the creative team.
Legendary Entertainment, which has also worked on the adaptation of Minecraft, currently the second highest-grossing film of the year with $954.4 million raised worldwide, aims to make Magic: The Gathering a similar phenomenon on the big screen. However, with the project still in development, fans will have to wait to see how this cinematic promise materializes.
Wizards of the Coast, the company behind the iconic intellectual property of Dungeons & Dragons, has announced a new solo action-adventure game that will mark a significant shift in the Baldur’s Gate franchise. This untitled project is being developed by Giant Skull, a studio that highlights the growing collaboration between different companies within the video game industry. Come on, roll that D20 So far, Baldur’s Gate has been synonymous with deep and complex role-playing games, but with this new installment, Wizards of the Coast seems willing to leave behind its old formula […]
Wizards of the Coast, the company behind the iconic intellectual property of Dungeons & Dragons, has announced a new single-player action-adventure game that will mark a significant turn in the Baldur’s Gate franchise. This untitled project is being developed by Giant Skull, a studio that highlights the growing collaboration between different companies within the video game industry.
Come on, roll that D20
So far, Baldur’s Gate has been synonymous with deep and complex role-playing games, but with this new installment, Wizards of the Coast seems willing to leave behind its old formula to offer a more action and adventure-focused experience, aiming to attract both fans of the saga and new players. Although specific details about gameplay and story remain under wraps, there is talk of a more dynamic and accessible approach for video game enthusiasts.
Giant Skull, although relatively new in the video game development scene, has managed to capture the attention of the community for its ability to innovate and its commitment to quality. The choice of this company to carry out the new project indicates that Wizards of the Coast is betting on fresh ideas and different perspectives in creating content in the Dungeons & Dragons universe.
With this announcement, Wizards of the Coast also seems to reinforce its intention to diversify the types of gaming experiences it offers, while staying true to its roots in the world of fantasy and the immersive storytelling that has characterized Dungeons & Dragons. This drastic change could create new opportunities for both players and developers in a constantly evolving market.
Dungeons & Dragons is the greatest role-playing game in the world. And not without good reason. It is one of those games that stands out for its long and deep history, but also for how well it has managed to integrate into pop culture. Everyone knows Dungeons & Dragons. Everyone associates role-playing with Dungeons & Dragons. And that is why it is difficult for anyone to dethrone it, at least in the short and medium term. That is also why it is important that they have decided to reinvent their three core rulebooks, with the Player’s Handbook finally arriving in perfect Spanish. But […]
Dungeons & Dragons is the biggest role-playing game in the world. And not without good reason. It is one of those games that stands out for its long and deep history, but also for how well it has managed to integrate into pop culture. Everyone knows Dungeons & Dragons. Everyone associates role-playing with Dungeons & Dragons. And that is why it is hard for anyone to dethrone it, at least in the short and medium term.
That is also why it is important that they have decided to reinvent their three basic manuals, now the Player’s Manual finally arrives in perfect Spanish. But what does this version offer that is different? Many things. To start with the most important, it comes in perfect Spanish.
D&D has fans across the globe, from those who played the first pen and paper editions to those who follow the many comics, movies, video games and board games that arose from this iconic fantasy setting. D&D Beyond is a brand-new era for the game, a digital toolset which allows players to read all about the setting, make characters and plan games entirely on the web or on devices. All the elements of the hard copy books are there, but now you can edit on the fly as if building a character for a computer game.
Impeccable Translation
This is surely what interests many people the most, and not without good reason. We have not noticed any significant difference between the original version and the Spanish version of the manual. The paper weight, the illustrations, and the finish of the book are exactly the same, which means it has a very high quality. Something that justifies its price, which may seem high, but is not so much considering it can provide us with hundreds or thousands of hours of fun.
As far as the translation is concerned, it is exactly what we expected: impeccable. We have not been able to detect anything out of place or anything that sounded off. Although we have not thoroughly compared it with the original manual, the translation sounds natural to the ear, which makes the reading smooth and enjoyable. Exactly the same as in the original. Making it excellent for both casual reading and for those who want to read it from start to finish.
A review of a system that is already working
As we discussed in the past about the manual, we are not going to go into all the details of what makes this manual special. However, that does not mean we don’t have things to talk about. The player manual is specifically designed for players to not only create their characters but also to use it as a reference manual for the actions they can take at any given moment. And in that sense, it is a triumph of design.
The creation of characters is much more extensive and detailed, but much simpler. The rules have not only been simplified, but they are also more elegant. There are new skills, equipment, and the crafting of it has gained in nuances, increasing the possibilities. All of this is designed with many more tables and a much more rational organization, making it extremely easy to find exactly what we are looking for in the book at any given moment.
A leap worth taking (up to a point)
All of this justifies the leap to this new version of the rulebook by itself. Even deeper and more polished than the Dungeon Master’s Guide, which was already impeccable, it is an indispensable book. At least if you have always wanted to get into Dungeons & Dragons and never have. If you already have the fifth edition manuals, this is just an update that makes everything more comfortable, subtly more polished and better, but it does not represent a change of such magnitude that makes it essential to make the leap.
Does that mean you shouldn’t give it? Not really. The manuals can last hundreds or thousands of hours, as we have pointed out. And some changes are really significant. So this Player’s Handbook feels not only like the new perfect default entry to Dungeons & Dragons, but also a good reason to update our old manuals now that it is clear that the Fifth Edition is not going anywhere for a long, long time.
D&D has fans across the globe, from those who played the first pen and paper editions to those who follow the many comics, movies, video games and board games that arose from this iconic fantasy setting. D&D Beyond is a brand-new era for the game, a digital toolset which allows players to read all about the setting, make characters and plan games entirely on the web or on devices. All the elements of the hard copy books are there, but now you can edit on the fly as if building a character for a computer game.
In a surprising turn for video game fans, Wizards of the Coast has greenlit the development of Doom of Icewind Dale, an official expansion for the classic Neverwinter Nights, arriving more than two decades after its original release. Developed by Luke Scull, a renowned author and modder of the franchise, this new content is available for 10 euros and offers between 10 and 15 hours of gameplay in the cold region of Icewind Dale, a well-known setting for Dungeons & Dragons followers. An expansion that takes us to the icy lands […]
In a surprising turn for video game fans, Wizards of the Coast has greenlit the development of Doom of Icewind Dale, an official expansion for the classic Neverwinter Nights, which comes more than two decades after its original release. Developed by Luke Scull, a renowned author and modder of the franchise, this new content is available for 10 euros and offers between 10 and 15 hours of gameplay in the cold region of Icewind Dale, a well-known setting for Dungeons & Dragons fans.
An expansion that takes us to the frigid lands of Icewind Dale
Doom of Icewind Dale is set years after the original Neverwinter Nights campaign and includes new monsters, portraits, music, and a narrated introduction sequence that sets the context for the adventure. This expansion arrives at a time when Neverwinter Nights continues to attract an active community, thanks to its flexibility and robust support for user-generated content. The Aurora Toolset, used for creating custom adventures, remains one of the most valued programs for its ease of use.
Luke Scull’s story in the world of Neverwinter Nights begins as a modder, where he created a series of adventures that captivated players. His work on Mysteries of Westgate, the latest expansion of Neverwinter Nights 2, and his enthusiasm for the world of D&D are proof of his commitment to the series. Scull originally conceived Doom of Icewind Dale as a free mod, but his ambition led him to seek support from Patreon and Wizards of the Coast to bring the project to life.
Additionally, it is rumored that an enhanced edition of Neverwinter Nights 2 is in development, which could further expand interest in this iconic franchise. Players can purchase Doom of Icewind Dale along with the Enhanced Edition of Neverwinter Nights through platforms like Steam and GOG.
Developed by Archetype Entertainment, a studio made up of former executives from BioWare, that is, heavyweights, the ambitious sci-fi RPG titled Exodus arrives, which was revealed at The Game Awards 2023. This game, based on a Dungeons & Dragons license, promises to innovate in the genre and leave a lasting mark thanks to its narrative focus and unique gameplay mechanics. We could witness a possible Exodus VS Mass Effect One of the most notable attractions of Exodus is the participation of the renowned actor Matthew McConaughey, who will play one of the main characters. His presence generates a […]
Developed by Archetype Entertainment, a studio made up of former executives from BioWare, that is, heavyweights, the ambitious sci-fi RPG titled Exodus, which was revealed at The Game Awards 2023. This game, based on a Dungeons & Dragons license, promises to innovate in the genre and leave a lasting mark thanks to its narrative focus and unique gameplay mechanics.
One of the most notable attractions of Exodus is the participation of the renowned actor Matthew McConaughey, who will play one of the main characters. His presence generates great anticipation for the impact it may have on the game’s narrative, which could attract the attention of various audiences beyond those who have always played video games.
The game mechanics allow players to manipulate elements of space-time, which will translate into decisions that will affect future generations within the game’s universe. Additionally, Exodus will offer memorable action sequences with its combination of RPG and shooter elements, thus aiming to attract both role-playing enthusiasts and those who enjoy dynamic action.
Despite its promising presentation, Chris Cocks, CEO of Hasbro, indicated that the development of the game will not be completed before 2026, noting that this is a complex and lengthy project. This announcement comes after more than seven years of continuous investments in the video game industry, with Exodus considered its first major project.
The release, still without a defined date for PC, PS5, and Xbox Series X|S, could coincide with the upcoming Mass Effect, which anticipates an interesting competition between both titles. Although the path to its debut will be long, Exodus is shaping up to be one of the major bets of the genre in the coming years, generating great interest among RPG enthusiasts.
At Wizards of the Coast, they have taken note of what the players wanted. Aware that getting into Dungeons & Dragons was difficult, that searching for information in the books was sometimes a headache, and that managing high-level characters was an impossible task, they have worked to make all of that much simpler. And they have done so through a revision of the fifth edition manuals, which are an absolute delight. We talked about them in the past. The Player’s Handbook seemed wonderful to us. The Dungeon Master’s Guide a […]
At Wizards of the Coast, they have taken note of what players wanted. Aware that getting into Dungeons & Dragons was difficult, that searching for information in the books was sometimes a headache, and that managing high-level characters was an impossible task, they have worked to make all of that much simpler. And they have done so through a revision of the fifth edition manuals that are an absolute delight.
We talked about them in the past. The Player’s Handbook seemed wonderful to us. The Dungeon Master’s Guide an absolute fantasy that is everything this book should have always been. But there was still the third book, perhaps not the most important, but the one that most ignites the imagination of many of us: the Monster Manual. And now that Wizards of the Coast has presented it and let us see it, we can confirm one thing. It is as incredible as the other two new core manuals.
Bigger than ever, more manageable than you can imagine
If something stands out about the new Monster Manual, it is that it is big. Very. It is a voluminous book, filled with illustrations, where each monster has its own image to spark our imagination and fuel the players’ nightmares. But it doesn’t end there. Because if it is so big, it is because the content matches.
With over 500 monsters, it is the largest Monster Manual to date. And it doesn’t settle for just including all the interesting monsters they’ve designed over the years. More than 85 of these creatures are completely new, to ensure you always have new threats to face. That doesn’t mean the Beholders, Illithids, or the terrifying Tarrasque aren’t returning, of course. All of them are updated to be playable with the changes introduced in this new revision of the fifth edition.
But if something stands out about this new Monster Manual, it is that everything is now organized in a much more organic way. All the monsters are now much easier to find thanks to numerous lists that organize the monsters by types, habitats, or by the difficulty of encounter they pose. This will greatly facilitate not only finding the creature you are looking for at any given moment but also what kind of creatures can appear at any specific moment of an adventure.
Similarly, the humanoid monster stat blocks have now been redesigned to represent any class of humanoid creature. With more than forty stat blocks, it means that it’s now easier than ever to create an NPC on the fly. Whether it’s a dwarf, a drow, a golem, or a goliath, these tables will instantly provide you with the essential stats of any class of humanoid character you want to create, no matter how spontaneous the moment is.
A revamped version for new and veteran players
To all this, it should be added that there is a greater focus and care on high-level monsters. Something that has been neglected until now. This means that high-level characters will finally be able to experience adventures with a much greater diversity of threats and encounters, which was not common until now.
With all this, the aim is for this Monster Manual to be the definitive version of what this manual has been so far. And it seems they have achieved it. Much more usable, much easier to navigate, and with a more visual character, making it a perfect addition for anyone who regularly plays Dungeons & Dragons. Or wants to get into the world of role-playing. Because if there’s one thing Wizards of the Coast has focused all their attention on, it’s ensuring that new players have a perfect new entry into their game.
The Monster Manual is available starting February 4th on D&D Beyond for Master Tier subscribers and from February 11th for Hero Tier subscribers. The physical release of the book will be on February 18th. And we can’t wait to have it in our hands.
DandD Beyond is an application that, in general terms, aims to bring together a wide variety of tools related to Dungeons and Dragons, one of the most famous role-playing games of all time, which will soon release its fifth edition. In this sense, it compiles and explains its rules in detail, making it very practical for new players. It also allows the creation of characters from scratch and the generation of random automatic games. Without a doubt, it is a very practical and interesting complement that provides digital coverage to a classic tabletop role-playing title.
The Baldur’s Gate 3 community has been tirelessly working on unlocking modding tools inspired by Dungeons & Dragons since the release of Patch 7, which will allow players to edit levels, save games, and more. According to modder Brandon “SquallyDaBeanz” Giles, players might even access custom campaigns by the end of this year, similar to those found in Divinity: Original Sin 2. The problem for custom campaigns: the lack of documentation. Despite the great progress, Giles points out that the main challenges lie in the absence of certain functions […]
The Baldur’s Gate 3 community has been tirelessly working on unlocking modding tools inspired by Dungeons & Dragons since the release of Patch 7, allowing players to edit levels, save games, and more. According to modder Brandon “SquallyDaBeanz” Giles, players might even access custom campaigns by the end of this year, similar to those found in Divinity: Original Sin 2.
The Problem for Personalized Campaigns: Lack of Documentation
Despite the great advances, Giles points out that the main challenges lie in the lack of certain features within the toolkit and proper documentation, which complicates the process for creators. “The community has done an incredible job exploring the different systems used by Larian to create their game,” he comments. However, the impediments in documentation make learning a great challenge, forcing modders to solve problems on their own or to look for already available solutions.
The progress is remarkable, with significant advances in the creation of custom maps, which are essential for developing new campaigns. According to Giles, “there have been huge advances in unlocking parts of the toolkit that were previously non-functional.” Some of these efforts have even allowed for the creation of custom scenes and dialogues, as well as the addition of companion characters, which will significantly enhance the gaming experience.
As the modding community continues to expand the possibilities of Baldur’s Gate 3, Larian Studios turns its attention to its next RPG, hinting that “the story is not over”. With many players eager for more content, the active participation of the community could open up a world of creative opportunities in the coming months.
Role-playing games can be a bit intimidating. The idea of playing with a group of people, acting as someone else, can seem a bit strange. It can even be a bit daunting. Not to mention taking on the role of the master. The person who must tell the story, react to what the characters do, and present the challenges to overcome. It is the most difficult role, but also the most central. Without a master, there is no role-playing game. And for that reason, it requires special care and preparation. This is something that it seems Wizards of the Coast have taken […]
Role-playing games can be a bit intimidating. The idea of playing with a group of people, acting as someone else, can feel a bit strange. It can even be a bit daunting. Not to mention taking on the role of the master. The person who must tell the story, react to what the characters do, and present the challenges to overcome. It is the most difficult role, but also the most central. Without a master, there is no role-playing game. And for that reason, it requires special care and preparation.
This is something that Wizards of the Coast has taken into account. Or so it seems when one flips through the pages of their new Dungeon Master’s Guide, from Dungeons & Dragons.
We already talked about this book in a preview, and we shared the good impressions we had of it. But now those impressions have been confirmed. Now being published in English, but still having to wait until 2025 to enjoy the Spanish version, what impresses most about this book is the attention to detail. The number of illustrations, the help sheets for the master and players during the games, and the number of reference tables is overwhelming. And it is in a way that is easy to find at any time.
Anyone with experience with previous iterations of the Dungeon Master’s Guide knows that this is important. This is a book that has not always been easy to use. Even when it communicates its content well, its tables are often very scattered. Or it lacks adequate content to easily transfer to the games. But everything in this new Dungeon Master’s Guide, fully compatible with all current 5th Edition material, is designed with one thing in mind: its usability. Which also means that players can learn the noble art of being a role-playing master. Something that is not without difficulty.
A book designed to be used
If the first 20 pages of the book are about what the role is and how a game should be approached on a human level, the next 30 are about the basic rules and how to apply them. The next 50? More advanced and contextual rules. And this is wonderful. By synthesizing all the basics in its first 50 pages, continuing with the specifics in the next 50, it fulfills a dual purpose. For newcomers, they can quickly know how to start playing without much hassle. For those who need to look up a specific rule or table, having to check the index of only 80 pages makes the task much easier. Making this book, as a reference, absolutely unsurpassable by any of its previous versions.
But that is only half the purpose of this book. 100 pages out of almost 400. Because, what are the other 280 pages of this, somehow, very manageable book dedicated to? To teaching you some of the more complex aspects of creating a good role-playing game. For example, how to create an adventure. Or an entire campaign.
The book goes into great detail about everything you need to know to create adventures that are interesting and memorable. Focusing on all aspects and the different forms they can take, it touches on how to get players involved, how monsters and adversaries should behave, or even how to build adventures without conflict. Brushstrokes, all of it, partly also to avoid conditioning how you create these adventures. They are flexible guides to work with and not rails on which to build your stories.
The same happens with campaigns. Providing the tools so that we can build our own campaigns, it focuses on their most important keys, such as what their premise will be, or how time will pass in them. Placing special emphasis on this kind of elements that, even the most experienced masters, often overlook when creating campaigns. And that they could take into consideration to make them better.
If you want to be a master, this book is essential in your library
The rest of the book is divided between treasures, the new rules for strongholds—a type of building that serves as the players’ group’s base of operations—and even a small campaign setting. And surprisingly, it’s not the Forgotten Realms. This time they have chosen to return to Greyhawk, presenting some of its most iconic locations, possible adventure hooks, and very good reasons to play adventures in this iconic world that gave birth to Dungeons & Dragons. And if you don’t like it, you can always create your own world, use any other from the Dungeons & Dragons multiverse, well detailed in the book, or any fantasy world from literature, film, or any other medium.
For all these reasons, the new Dungeon Master’s Guide for Dungeons & Dragons is absolutely essential. It is more. It is better. It is more usable. It is even more beautiful. Anyone who wants to start playing Dungeons & Dragons will not find a better entry point to become a master than this book. At least not from Wizards of the Coast. And if that’s not the best thing that can be said about a new version of the Dungeon Master’s Guide, may a beholder strike us down right now.
D&D has fans across the globe, from those who played the first pen and paper editions to those who follow the many comics, movies, video games and board games that arose from this iconic fantasy setting. D&D Beyond is a brand-new era for the game, a digital toolset which allows players to read all about the setting, make characters and plan games entirely on the web or on devices. All the elements of the hard copy books are there, but now you can edit on the fly as if building a character for a computer game.
Dungeons & Dragons has reached more people than ever before with its fifth edition. With the reissue they are doing, their intention is to become even more accessible, but without making the system simpler. On the contrary. If the new Player’s Handbook stands out for anything, it is for being an excellent revision that makes everything deeper, but thanks to a better structure of the information and its presentation, it is more accessible than ever. Something in which the Dungeon Master’s Guide not only follows suit but doubles its efforts. If […]
Dungeons & Dragons has reached more people than ever before with its fifth edition. With the reissue they are doing, their intention is to become even more accessible, but without making the system simpler. On the contrary. If the new Player’s Handbook stands out for anything, it is for being an excellent revision that makes everything deeper, but thanks to a better structure of the information and its presentation, it is more accessible than ever. Something in which the Dungeon Master’s Guide not only follows its steps but doubles its efforts.
If there is one thing that has been emphasized in this book, it is that this new version of the Dungeon Master’s Guide is all about the efforts it makes to explain the role of the master. Long before delving into any kind of advice or rule, it spends many pages specifying the master’s role and their commitment to their players. All of this is accompanied by what will be the general tone of this book: examples of absolutely everything discussed to make it easy to understand what is being talked about at any given moment. This makes the task much more manageable.
Thanks to this, this version of the Dungeon Master’s Guide feels much more focused than any previous one. There is much more emphasis on the tips, on how to run the game and build the stories, with more pages dedicated to it. Promising a simpler experience for those venturing into this experience for the first time.
Among the additions, the two most interesting aspects are something new and something old. The old are the tables. They are still here, but now they seem to have a greater emphasis on specific aspects and less on vagueness, making them more useful. In the new, we have the tracking pages that we already saw in the Player’s Handbook, which make the games simpler, and a new mechanic that will delight many groups: the Bastions. Buildings where the group can live and will have to manage, which will also offer them particular advantages while they are there.
In the absence of having the complete book in our hands, as we have only been able to see a small sample of it, it seems that Wizards of the Coast continues to seek to create a much more refined version of the game. One where various very different approaches are possible, more focused on rules or interpretation, leaving much more room for players, precisely by making everything more accessible and less rigid. This will be key in this book, as it conveys all this to the masters in the clearest way possible. But from what we have seen and what we have been told, it seems that this is exactly what they have achieved.
DandD Beyond is an application that, in general terms, aims to bring together a wide variety of tools related to Dungeons and Dragons, one of the most famous role-playing games of all time, which will soon release its fifth edition.
Wizards of the Coast sigue celebrando el 50 aniversario de Dungeons & Dragons, esta vez de una forma particular: con una colección de sellos.
Dungeons & Dragons has turned 50 years old. By now, you have probably already heard about it because, let’s admit it, Wizards of the Coast is making a real effort to make the anniversary feel special. While many other companies simply make small reminders or some little celebration without much meaning, at Wizards they’re really pampering one of their beloved children. Giving it all the effort it deserves on such a special birthday.
We won’t fool ourselves. It would be hard for this anniversary to be something greater than the book they’ve published showing the entire history of the original books and their origins. Or the new revised version of the fifth edition, which promises radical changes to the way Dungeons & Dragons is played. But that doesn’t mean this celebration doesn’t have charm or that it won’t cause an impact among game lovers. And also an unexpected need that no one saw coming.
The Royal Mail, the United Kingdom’s postal service, has revealed that they will issue 14 stamps to celebrate the 50th anniversary of Dungeons & Dragons. The main set will consist of eight stamps, offering a selection of eight iconic game monsters: the Red Dragon, the Owlbear, Vecna, the Gelatinous Cube, the Mind Flayer, the Mimic, the Trembling Beast, and the Beholder. To make them even more special, when these stamps are placed under ultraviolet light, they’ll reveal a secret: Four of them will display the D&D logo, while the other four will reveal a drawing related to the monster they represent.
The Red Dragon will have a dragon head, Vena will have a skull, and the Mimic and the Beholder will also have their own motifs, although these haven’t been revealed to us yet. Furthermore, the remaining six seals will represent a group of six adventurers participating in a magical adventure. With a tiefling rogue, a human bard, an elven warrior, a dwarven paladin, and a draconic wizard, they will include everything you would expect from a classic group in this amazing role-playing game.
If you’d like to get your hands on this series of 14 stamps, The Royal Mail has already put them on sale for pre-order. They can be purchased together, separately, and even in special versions of the same 14– a small delicacy for all fans of the world’s oldest role-playing game.
D&D Beyond is an application that, in general terms, aims to bring together a wide variety of tools related to Dungeons and Dragons, one of the most famous role-playing games of all time and which will soon release its fifth edition.