• =?UTF-8?Q?=5BPolygon=5D_D=26D=E2=80=99s_Deck_of_Many_Things_is_an_e?==?

    From Smaug@21:1/5 to All on Tue Jan 30 16:46:02 2024
    To: rec.games.frp.dnd https://www.polygon.com/reviews/24047620/dnd-dungeons-dragons-the-book-of-many-things-review

    D&D’s Deck of Many Things is an experiment that failed at the wrong time

    Wizards of the Coast takes a big swing only to get the brush off
    By Charlie Hall Jan 29, 2024, 9:02am EST

    Charlie Hall is Polygon’s tabletop editor. In 10-plus years as a
    journalist & photographer, he has covered simulation, strategy, and
    spacefaring games, as well as public policy.

    The Deck of Many Things is unlike anything that has come before in the
    history of Dungeons & Dragons — an elaborate boxed set with multiple components, all focused on bringing a beloved magical item to life. It’s
    a singular project thrust into a yawning portal in the seminal
    role-playing game’s release calendar; the next take on 5th edition isn’t due out until later this year. But it’s the wrong product delivered at
    the wrong time, cast off into hostile waters already churned by
    corporate controversy that looms over the entire franchise.

    It’s a shame, because the final product is actually pretty cool.

    At the center of The Deck of Many Things is the deck itself, consisting
    of 66 gilt-edged, tarot-sized cards. Fully 22 of those cards are
    representative of powerful magical spells first introduced to the game
    way back in 1975, many of which have game- and campaign-breaking
    effects. Pulling a card from the Deck is a surefire way to cause
    absolute chaos in just about any D&D game by gaining levels, losing
    levels, killing characters, or having wishes granted. Having a
    beautiful, physical representations of those world-shaking spells is a
    delight.

    Together a full or even a smaller, more curated version of the Deck can
    be used to divine things at the table — just like a traditional tarot
    deck. Players can get a reading from a character in-game, of course, but
    there are also ways to use the cards to plan out encounters, traps, or
    small adventures. By dealing a simple three-card or a five-card spread
    you can add variety to any situation. With a full nine-card spread you
    can even create an entire campaign, one that flashes from the DM’s hand directly to the table thanks to its elegant gilt-edged design. And it’s
    that gilt edge, it seems, that has caused this product the bulk of its troubles.

    Early on in the life cycle of 5th edition D&D, the team at Wizards of
    the Coast took pride in printing all of its books in the United States.
    But the economic realities of publishing at this scale, and no doubt the
    needs of its corporate owners at Hasbro, led to changes in its
    production process. What followed was a series of three-volume,
    higher-end, slipcase-covered releases that Wizards began printing at
    least partially in China — often with mixed results.

    At the same time, Hasbro launched an environmental initiative meant to
    reduce the company’s carbon footprint. Changes in packaging were
    apparent all across its many product lines, from plant-fiber ties on
    action figures to plastic-free packaging on decks of Magic: The
    Gathering’s popular Commander cards. The greening initiative directly
    led to the production issues that delayed the release of The Deck of
    Many Things, whose paper bands were partially the cause of a late 2023
    recall that halted shipments to customers of products that were already
    sitting in the distribution channel.

    “This is all for a good cause,” executive producer Kyle Brink told
    Polygon in October. “Obviously, we want to reduce plastic waste, and so
    we use paper packaging. We inspected very closely everything throughout
    the production process to make sure everything was going fine with that,
    and yet some of the problems that we are seeing here are specifically
    because of some of the paper packaging that we use.”

    The revised Deck of Many Things uses plastic to protect each of its
    three stacks of 22 cards during shipment, and I’m happy to report that
    the cards are now all a uniform size – just as they should have been the first time around. The result is an elegant and hefty stack that sits
    nobly on the table and flashes brilliantly as it’s dealt out to players. Nevertheless, it arrived well past its original release date.
    "The result is an elegant and hefty stack that sits nobly on the table
    and flashes brilliantly as it’s dealt out to players"

    Alongside that handsome deck of cards is the Card Reference Guide, which remains unchanged from the batch delivered to reviewers last fall. The
    80-page, chapbook-sized volume is the instruction book. It contains
    everything you need to know to use the Deck, including all the layouts mentioned above. Its large and easy-to-read sections of text make for a
    lucid and nimble presentation of the cards at the table.

    However, unlike other props that Wizards has released in the past, the
    Deck itself lacks strong theming. It’s basically a generic item, and
    many other reviewers have pointed to this as a major flaw. I, on the
    other hand, consider that to be a positive feature. As a collector of
    TTRPG props, including miniatures and terrain, I consider the Deck a
    treasure in the truest sense of the word because it’s something I can
    draw from no matter what part of the vast D&D multiverse my players
    happen to be in. If I had wanted a thematic tarot deck I’d have gone out
    and bought one. Instead, The Deck of Many Things seeds retail shelves
    with a solid tool that can be immediately accessible to players at any
    point in their journey through 5th edition, and for that the team at
    Wizards should be praised.

    Of course, producing a piece of content that has mainstream appeal isn’t
    the thing that makes The Deck of Many Things an experiment. It’s the
    second, larger book that accompanies it, a 192-page volume titled The
    Book of Many Things, where Wizards truly rolled the dice. Compared to
    literally everything else in the 5th edition catalog, it’s absolutely chaotic.

    The Book of Many Things is divided into 22 chapters, one each for the
    original Deck of Many Things. Those chapters’ content falls into five different categories: a five-chapter toolkit for DMs, a four-chapter
    collection of character creation options, four chapters “inspired by astrological phenomena,” five chapters detailing potential adventure locations, and four chapters detailing “new monsters and two people responsible for the deck’s creation.” It’s a laundry list that is just
    as exhausting to type out here as it is to wrap one’s head around in the
    real world.

    Packed alongside the concise and effective Deck and its handy Card
    Reference Guide, The Book of Many Things could have been a rude
    assortment of shavings left over from a decade spent paring down rough
    ideas in pursuit of more focused products. Instead, it all feels
    bespoke, tailored to the themes of the Deck and supporting them in
    different ways. But the shotgun blast of new content is delivered with
    far less grace and readability than something like Xanathar’s Guide to Everything or Tasha’s Cauldron of Everything.

    I love the Deck for what it is — an elegant prop, and a tool for
    inspiring collaborative storytelling at the table. Its golden profile
    will be a fixture on my shelf for years to come. In the end, it’s The
    Book of Many Things that feels most like an unnecessary glow-up for what
    is otherwise a solid product.

    Its presence in this product raises the question: Why does The Book of
    Many Things even exist at all? I think the answer lies in Hasbro’s
    high-level desire to digitize what has traditionally been a very tactile
    game. You can’t turn a physical prop into a microtransaction, but you
    can sell digital books on D&D Beyond. For Wizards’ corporate overlords,
    it seems that the Deck itself — the very best part of this package — was almost an afterthought. All the more punishing then that it was The Book
    of Many Things, The Deck of Many Things’ least likable bit, that arrived first during the now perfunctory two-week digital pre-release window, a
    window stretched out into months because of an unexpected recall.

    The Deck of Many Things and its Card Reference Guide are a must-buy,
    especially if you like running short, action-packed adventures or
    letting the fates decide where your campaign ultimately goes.
    Unfortunately, in order to have fun with this excellent object, you’ve
    got to pay for The Book of Many Things as well.
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  • From gbbgu@21:1/5 to Smaug on Wed Jan 31 11:14:22 2024
    On 31 Jan 2024, "Smaug" wrote:

    To: rec.games.frp.dnd https://www.polygon.com/reviews/24047620/dnd-dungeons-dragons-the-book-of-many-things-review

    D&D’s Deck of Many Things is an experiment that failed at the wrong time [snip]

    Does anyone ever use a Deck of Many Things with players more than once? It feels like an expensive novelty item.

    I've never seen it at the local game stores. I'm not sure if that's a region thing or if they're just not carrying it.

    I have nearly every 5e book. Will I buy this? Sure I guess eventually when
    it's on sale, but I'm in no hurry.

    --
    gbbgu

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  • From Justisaur@21:1/5 to gbbgu on Wed Jan 31 07:06:22 2024
    On 1/31/2024 3:14 AM, gbbgu wrote:
    On 31 Jan 2024, "Smaug" wrote:

    To: rec.games.frp.dnd
    https://www.polygon.com/reviews/24047620/dnd-dungeons-dragons-the-book-of-many-things-review

    D&D’s Deck of Many Things is an experiment that failed at the wrong time >> [snip]

    Does anyone ever use a Deck of Many Things with players more than once? It feels like an expensive novelty item.

    I've never seen it at the local game stores. I'm not sure if that's a region thing or if they're just not carrying it.

    I have nearly every 5e book. Will I buy this? Sure I guess eventually when it's on sale, but I'm in no hurry.


    I prefer using the Tarot of Many things which I think appeared in a
    dragon magazine, a lot more lesser results.

    I used it a couple times way back in the 80's. Never since though.
    I've thought about using it as a pre-game background for new PCs. Draw
    between 1-5, make a character after results (if they didn't get too
    screwed over to play, if they do then draw again.) Their characters are
    marked and drawn together by having drawn from the deck.


    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'

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