Story tracker witchlight12/16/2023 ![]() But there’s a lot more of it here in this adventure, and for first-time or rusty DMs this kind of hand-holding is a blessing. For many experienced game masters this is just how things have always been done. Then, when the appropriate obstacle comes up later in the adventure - sometimes dozens or even hundreds of pages later - the text also calls out when that minor skill or token becomes useful. The text explicitly calls out what the DM should make note of, without burdening them with information about why. Or maybe they received a token from a non-player character (NPC). Perhaps the party learned a minor skill in solving a puzzle, something small that doesn’t really have a spot on the character sheet. But the authors have also been careful to call out in the text of the adventure when DMs should make note of something that might otherwise seem trivial. It contains a half-page worksheet for the very necessary pre-game “ session zero” that you’ll need to have before you kick things off. It’s essentially a worksheet that will help DMs keep track of their party’s accomplishments throughout the game. So what does that look like in practice? First off, it requires a bit more awareness on the part of the DM, because the things that the party accomplishes early in the campaign can pay huge dividends later on - including things like skipping some puzzles and encounters entirely.įor that reason, this book includes a Story Tracker. “They can fight their way through the adventure as well, but the odds won’t always be in their favor.” “One of the many novelties of this adventure is that the characters can accomplish their goals without resorting to violence - but only if they’re clever,” write the authors. This time around, the designers at Wizards of the Coast set out to do things differently, and they call it out for new players in the campaign’s opening pages. But without killing Strahd von Zarovich there’s simply no way that you’re leaving that valley ever again. Try the Dream Pastries, they’re delicious. You can stay in Barovia forever, if that’s your thing. But I’ve played plenty of tabletop role-playing games - including D&D campaigns - that require you to kill the big baddy before the story will move forward. Yes, every role-playing campaign has a pacifist option if your game master allows for it. I can already feel several angry Dungeon Masters (DMs) pounding on their keyboards at home. Finishing the campaign without resorting to violence is possible, but it might actually be the toughest way to go about things. That doesn’t mean that it’s designed for children, or that it’s necessarily easy in any way. Which kind of sucks, because really that stuff should be a free download, in my opinion, for DMs who don't have easy access to a photocopier, who don't want to crack the binding on their book, or who are using a Roll20/Fantasy Grounds copy of the book but want the physical handouts.īut it's going to a good charity, so there's that.The Wild Beyond the Witchlight, the newest campaign for Dungeons & Dragons, was designed from the ground up with the option for a pacifist playthrough. At the end, on the Domain Visitors table is mention of an arcanoloth searching for one of the Books of Keeping – which seemed odd, unless the Queen of Air and Darkness is known for binding yugoloths?Ĭhapter 4 - Putting it All Together covers the archfey Yarnspinner, a paragraph on its domain Fablerise (which is apparently located in Thither within Prismeer), and a full page art spread.Īnd then there's 13 pages reprinting handouts from Witchlight's appendix: NPC Cards & Story Tracker. ![]() No clues or easter eggs.Ĭhapter 3 - Creating a Domain of Delight is short but well done, definitely enough tables to provide you with a creative foundation to springboard off from. Not sure how much space was devoted in VGtR for making dark lords, but I feel like it was more comprehensive than this. ![]() No clues or easter eggs to speak of, just reiterating that Summer Court = Seelie Court (Titania leads), and Gloaming Court = Unseelie Court (Queen of Air and Darkness leads).Ĭhapter 2 - Creating an Archfey is four pages that just felt paper thin to me. Link for the companion pdf ($8 DMs Guild, 36 pages): Domains of Delight (5e) - Wizards of the Coast | Dungeon Masters Guild (332 Mb)Ĭhapter 1 - Feywild Overview is really well done and full of imminently useful stuff.
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