Dungeons & Dragons’ New Book talks about the only thing you are interested

Dungeons & Dragons continues to expand with new books, this time with one that teaches us all the secrets about dragons.

Dungeons & Dragons has defined modern fantasy in a way we haven’t seen since The Lord of the Rings. It has directly or indirectly influenced the imagination of millions of people to such an extent that when we think of fantasy, we think in the terms first conceived by J.R.R. Tolkien and later embraced by Gary Gygax, the original creator of Dungeons & Dragons, more than any other pair of authors we can imagine. And unsurprisingly, in addition to the importance of dungeons and exploring them, the other thing that wasn’t as significant in fantasy before its existence was dragons.

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Dragons have always existed in fiction and mythology, playing significant roles. However, it was Dungeons & Dragons, in particular, that made them the centerpiece of fantasy. That’s why it’s so fascinating that Wizards of the Coast, the company behind the game, has decided to publish a book dedicated to our fiercest adversaries and, on occasion, our most intriguing allies and patrons.

Fizban’s Treasury of Dragons is a 224-page book that aims to expand upon everything we know about dragons and how to use them in our Dungeons & Dragons campaigns. It focuses particularly on how dragons fit into each of the game’s worlds, their purposes, and how the different creation myths associated with them in each world align with the true creation myth detailed in the book. It wants to demonstrate from the very beginning the central importance these creatures hold in the game’s cosmology, not only as antagonists but also as entities that literally shape the world.

All of this translates into new possibilities for players as well. With rules for creating characters who are dragon worshippers or hunters, who have dragon ancestry, who derive their powers from dragons, and even spells related to these most reptilian of creators, Fizban’s Treasury of Dragons ensures that it is possible to introduce these creatures at all levels of the game, both from the player’s and the Dungeon Master’s perspectives. This adds depth and flavor to the overall experience, providing a unique tool for gaming tables that want to incorporate a more draconic touch into their campaigns.

Adding to its appeal, beyond rules and numbers, the book is filled with details about the differences between dragons. A metallic dragon with tendencies towards good is not the same as a chromatic dragon with tendencies towards evil, and within each of these categories, each subspecies also exhibits significant variations in character and preferences. All of this is meticulously explored, even providing maps of what their average lairs would look like based on dragon type, providing comprehensive details that differentiate between the various classes of dragons.

Practically all dragons share characteristics of longevity, wisdom, and a fondness for treasures, but Fizban’s Treasury of Dragons emphasizes that each class of dragon has its own unique approach. Furthermore, the book emphasizes that as dragons age, they are more likely to have ambitions and interests that extend beyond mere accumulation of wealth, even beyond the comprehension of mere mortals.

In addition, Wizards of the Coast takes a daring leap in this book by introducing a third type of dragon: gem dragons. More focused on psionic powers rather than magic, seeking to maintain balance in the multiverse, and positioning themselves as judges and mediators, gem dragons are an interesting inclusion because they break the mold of dragons being either wise heroes or ultimate villains. They are mysterious, enigmatic beings, whose inclusion in any campaign automatically adds a much more exotic touch to any adventure involving them.

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Fizban’s Treasury of Dragons is a fascinating read, even for those who don’t play Dungeons & Dragons. Players will find valuable resources in the book if they want to incorporate dragons into their stories in any capacity. For those who don’t play but are interested in role-playing or want to learn how to play Dungeons & Dragons, the book is filled with ideas that help understand the motivations and roles of dragons in a deeper way. That’s the brilliance of this book. It recognizes the importance of dragons in Dungeons & Dragons and not only places them where they belong but also elevates them to an even higher level.

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Beyond dragons and dungeons: Discover new worlds with these RPGs for beginners

Surely more than once, tired of always playing a Catan, a Carcassonne or a Trivial, you have thought about getting started in role-playing games.

Using the magic staff you found in the realm of Folvendat, you make your way through the enemies across all dimensions and stand before the door to Avernus. The door is red and heavy, and from within it comes a stinking stench, pure sulfur. Not even Fertrenn’s enhanced eyesight can see beyond it. When you try to open it you find that it is locked tight, protected by Idilssur’s spell, and the magic staff begins to lose strength and power. What do you do?

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What you need to play role

Surely more than once, tired of always playing a Catan, a Carcassonne or a Trivial, you have thought about getting started in role-playing games. You’ve seen how they played in ‘E.T’ and ‘Stranger things‘, but you have no idea how to start, what game you should buy, you don’t even know what it is! Don’t worry: keep an eye on your inventory, roll the dice and get ready to maximize your powers, because we’re going to tell you what it is and how to role-play.

When it comes down to it, the most basic things you need are friends, pencil, paper and imagination. After all, a role-playing game is a collaborative story in which one person narrates what happens and the rest of the players act as their characters would, varying the story. But of course, said like that it is not very funny. Therefore, and although there are dozens of variants, it is normal that each character has some associated characteristics.

Whether decided by the player or decided by luck with the dice, the characteristics (strength, intelligence, charisma, etc.), usually added to the result of a die, indicate whether what you want to do is going to work out well or whether you are about to screw up and send everything to hell.

Imagine that you are a powerful warrior with enhanced attack and strength attributes and that, when you want to attack an enemy, you roll the maximum possible: you will not only hit that kobold with a sword, but you will do it better than expected (hitting the henchman next to him, for example). Now, imagine that you are a very intelligent gnome but with a very low attack that wants to hit a guard in the back and, on top of that, the stealth roll is low: it is more likely that instead of hitting him you hit yourself in the foot and, with the scream, you alert the whole castle. Things that happen.

But a lot of numbers have no real interest if your character doesn’t have a life: you must think about where he comes from, what his goal is, his friendships, his enemies, his alignment, his tastes. Come on, create a life out of nothing that you can play and evade reality. You can also create a nine-to-six worker who spends his evenings watching TV and sending WhatsApps, but the role may fall into the “boring” category.

The master’s degree

Okay, you already have your character. You know how he talks, you’ve drawn a picture of him and you’ve even imagined what will be his star phrase (“Eat my sword, knave!”), but he won’t do anything without the master. Call him Game Director, Dungeon Master or Narrator, the system is always the same and what differentiates the role from a regular board game: there is someone who knows what can happen, makes the decisions of the enemies and non-playable characters and holds your destiny in his hands.

There is a rule written in the role that indicates that the final decision of the master is the one that counts: if you have fallen down a ravine and a fire monster has devoured you, don’t try to change its mind while the monster is digesting. It’s time for your companions to mourn the fallen warrior and for you to create a new character. When you arrive ready to play, the master will have already spent several hours preparing the game, so the least you can do is, at least, have a little respect for him and bring the supplies. Keep in mind that an average role-playing game usually lasts about three hours!

Although you, as a player, will have to learn some basic rules (how to investigate, attack, etc.), it is the master who will have to learn most of the manuals to decide in the fairest way possible. He is also the person who will know your secrets and will dose them throughout the games. Note: you can also be a master. The problem is that this is the job to which very few are destined. It is not paid. Literally.

Some games to start with

Get a few sets of dice (4, 6, 10, 10, 12 and 20-sided, although there may be more) and decide which game to start with. Surely your head immediately went to Dungeons & Dragons‘, and no wonder: it was the first role-playing game in history 50 years ago and is still the king (as proof, the great ‘The Legend of Vox Machina’ in prime video). But although 5E is much more narrative and simplified, deep down you don’t want to study two manuals of 300 pages each before rolling a single die, do you?

There are other options for simpler games that are no less fun or deep. In fact, D&D itself knows this and that’s why it has a starter box with the simplified manual and a story with which to start rolling dice almost immediately. But why not try other options? ‘Fiasco’, for example, is special because it has no narrator. In it, with very few rules, you can create great stories in a group. Of course, you need a very creative group.

Imagine that you are attracted to the idea of playing role-playing games but set in your own world, only having some basic rules. For that there is ‘FATE Accelerated’, a game with which you can literally play whatever you want. Or, why not, ‘Call of Cthulhu‘, whose rules, once you know them, are not so complex compared to the Lovecraftian mystery adventure it can give you.

There are even role-playing games that only have two pages of rules – you can even make up your own if you have the time! At this point, you can play a game playing practically anything you want, from slashers to soap operas (watch out for ‘Passion of Passions’). If you thought role-playing was just about axe-wielding medieval adventures, you’re very wrong: there’s a whole world out there to play! Don’t get overwhelmed, choose a manual to start with, get your friends together… And let the fun begin.

To finish

Once you have finished your first game, you have a question to solve: Do you intend to end it here or do you want to make a campaign and keep the same characters for years (or days, depending on the expertise and type of game)? If you choose the latter, get ready for adventure, romance, unexpected twists, deaths, friends and battles. Or don’t. You decide, after all, how to spend three hours every week with your friends. Isn’t that the best thing about role-playing?