Tag Archives: 5E

Total Party Thrill Podcast is Now Live on iTunes (with a Big Thanks!)

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I want to take a moment and thank everyone who listened to our preview episode and sent in their feedback. It was immensely helpful, and I-Hsien and I truly appreciate it as we try to make Total Party Thrill the best RPG discussion podcast we possibly can.

All of that effort and kindness has finally borne fruit, as yesterday we officially launched on iTunes, and only a couple days later than we anticipated! Our third full episode (Player-Centric Campaigns & Combat Medic) went up today, and we’ll continue a weekly Thursday release schedule.

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Total Party Thrill is a podcast for GMs and players where we discuss our campaigns in order to inspire yours. We draw heavily from a 3-year, level 1-20 D&D 5th Edition Eberron campaign. Each episode covers a particular aspect of game planning and playing, and we share tips and advice drawn from our own experience. Then follow us into the Character Creation Forge, where we build iconic character archetypes from outside traditional D&D using the D&D 5E rules.

 

Podcast Preview: Total Party Thrill Episode 1: Heists and Swashbucklers

You may have noticed a dearth of updates around these parts recently, and that’s because I’ve been hard at work on a new project: a podcast, titled Total Party Thrill.

We’re officially launching our first few episodes on iTunes on August 17th, but I wanted to give a preview of what we have planned. You can listen to a preview of our first episode, “Heists and Swashbucklers,” below:

Download Total Party Thrill Episode 1 Preview: Heists and Swashbucklers

On Total Party Thrill, my co-host I-Hsien and I will share lessons learned from our recent three-year, levels 1-20 D&D 5th Edition Eberron campaign, pulling out story ideas and inspiration for use in your own campaign, as well as providing more tactile advice to ensure your sessions run smoothly. We also include our Character Creation Forge segment, in which we take a character archetype from popular fiction that doesn’t fit into D&D’s traditional classes and build a character using only the options available for D&D Adventurer’s League. In this preview episode, we discuss Heist encounters and build the Errol Flynn-style Swashbuckler (spoiler: neither of us used the Rogue class.)

I’ve been heads-down recording, editing, and otherwise prepping everything we need in order to launch this project, and I would love to hear your honest feedback. Please feel free to tweet your thoughts to me at @Mundangerous, or drop us an email at totalpartythrill@gmail.com.

Thanks!

Shane

Review: Dungeons & Dragons and Fantasy Grounds, A Happy Medium

Note: The following article originally appears on The Mad Adventurers Society in three parts (one two three.) It has been consolidated and reprinted here with the author’s permission.

When it was announced a few months ago, I wrote at length of virtual tabletop app Fantasy Grounds and its acquisition of the Dungeons & Dragons 5th Edition license. After that discussion, the folks at Fantasy Grounds (www.fantasygrounds.com) were kind enough to send me a copy of the 5E content for review. I downloaded the game on Steam, loaded the Player’s Handbook module (“Complete Core Class Pack”), the Monster Manual module (“Complete Core Monster Pack”), and the Lost Mine of Phandelver adventure module, grabbed a few friends, and ran a trial adventure.

This is a hands-on review of Fantasy Grounds’ D&D 5E licensed content. We’ll start by discussing my impressions of Fantasy Grounds as a virtual tabletop overall, followed by the Player’s Handbook licensed content aimed at players, and conclude with a discussion of the licensed content for Dungeon Masters, namely the D&D Complete Core Monster Pack and Lost Mine of Phandelver adventures. Please note that there are spoilers for the first act of Lost Mine of Phandelver contained within.

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The Future of Virtual Tabletop: Fantasy Grounds, Roll20, and D&D 5E

Fantasy Grounds D&D 5E Core PHB: Class Info

Screenshot from Fantasy Grounds D&D Complete Core Class Pack

The following article was originally posted by the author on The Mad Adventurers Society, and is reprinted here with permission. You can find the original here.

Virtual tabletops—applications designed to replicate the in-person roleplaying experience for remote players—are a big deal for the future of the gaming industry. For players, it’s a way to play more games more often, as there’s no longer a need to be physically present in order to play. For publishers, it’s a chance to increase exposure to their games and further monetize their products. Some companies, like Evil Hat and Pinnacle Entertainment Group—publishers of FATE and Savage Worlds, respectively—have fully embraced digital content and make their core materials readily available on popular platforms like Fantasy Grounds. Other companies, like Dungeons & Dragons publisher Wizards of the Coast, have been markedly slower to embrace technology.

There’s a convoluted history complicating Wizards’ path forward. With D&D Third Edition, the Open Gaming License made it easy for third-party applications to support the system, including virtual tabletops. Because of more tightly controlled licensing for its Fourth Edition, D&D 4E included a subscription-based rules compendium and character builder called D&D Insider, which, like D&D 4E in general, received a mixed reception from fans. The side effect was a severe limitation on support for virtual tabletops, which couldn’t integrate the 4E ruleset into their offerings. With D&D Fifth Edition, Wizards initially adopted yet another strategy: they partnered with digital textbook developer Trapdoor Technologies to develop a hybrid rules compendium/character builder/connected-at-the-table app called DungeonScape. The demos of DungeonScape won over many skeptics, but in the midst of a public beta test, Wizards of the Coast announced that it had terminated the project. Trapdoor tried to salvage the platform sans D&D 5E licensed content with a Kickstarter campaign in December, but fell more than $350,000 short of their funding goal. The licensing strategy of D&D 5E, and with it both its digital future and the future of virtual tabletop, was yet again in limbo.

That is, until last week. On April 8th, Wizards of the Coast and virtual tabletop app Fantasy Grounds announced the release of licensed D&D 5E content on the Fantasy Grounds platform. All of the rules content of the Player’s Handbook and Monster Manual, along with additional tokens and portraits, are now available . The content is pricey: $49.99 each for the full PHB or MM content (or subdivided into thematic sets ranging from $2.99 to $5.99) and $19.99 for The Lost Mines of Phandelver adventure from the Starter Set. Right now, though, Fantasy Grounds is the only place for players to get any D&D 5E content, period.

Depending on whom you ask, this news is either a great step forward for Wizards and D&D, or it’s an overpriced disaster. I’ll reserve judgment until I can actually use the modules, but either way, it’s sure to send shockwaves through the virtual tabletop landscape.

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Breaking Down Roll20’s Orr Group Industry Report for Q1 of 2015

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Orr Group Industry Report Q1 2015 Summary

The following article was originally posted by the author on The Mad Adventurers Society, and is reprinted here with permission. You can find the original here.

The Orr Group, the analytics arm of popular virtual tabletop app Roll20, has released its Industry Report for the first quarter of 2015. This is the third installment of the report, and as we’ve previously discussed, this is still a very noisy set of data. Don’t put much faith into the numbers, but the directional data is useful for showing trends.

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I Read Some Things: Week of March 9, 2015

Reading List

I read some things this week over the last month. I’ve been busy, but we’ll be back to our normal programming soon. After the jump, you can read them, too.

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