The 2024 Dungeon Master’s Guide to Dungeons & Dragons is scheduled to be published in November, following the recent Player’s Handbook, but there are already some great reasons to tune in to this release. The Dungeon Master’s Guide is obviously a little more limited in its appeal, but it’s a book that, at least in theory, can shape the game for everyone who plays it. The 2014 Dungeon Master’s Guide has often been criticized for being less essential than it needs to be, but with the 2024 edition, DnD has a huge chance to change that narrative. One of the new features that the 2024 Dungeon Master’s Guide is counting on is the inclusion of fortresses that the party can build and serve as bases for them to return to between adventures. This concept builds on the tendency to establish a base of operations that already exists in many DnD games, and codify it with specific mechanics to make the process more rewarding. Listing a stronghold in the Dungeon Master’s Guide rather than the Player’s Handbook emphasizes that it may not be suitable for every campaign, but now DnD is expanding on the concept. It looks like he plans to commit further. Strongholds may not just be appearing in the Dungeon Master’s Guide in 2024 Major new DMG features may be here to stay The biggest update yet on Strongholds comes from the official Dungeons & Dragons YouTube account New video courtesy of. James Wyatt talks about this feature. Although many details are reserved for the book itself, there is still much that can be gleaned from the conversation. The main reason is that it hasn’t been thoroughly discussed since Fortress was included in the 2023 Unearthed Arcana playtest. The most enlightening moment is when interviewer Todd Kenreck urges them to talk about the future of the fort, even though the final answer is never revealed. Related D&D 2024’s new additions could revolutionize the way people play the game D&D 2024 is mostly made up of adjustments to 5e, but one new addition is groundbreaking. , could change the way people play games. Wyatt jumps at the chance to talk about how the fortress could be used in a future adventure, citing the party’s opportunity to acquire a tavern in Waterdeep: Dragon Heist. Similarly, campaigns can provide parties with a “space of their own” through a codified system of fortifications. Since the rules are already set out in the Dungeon Master’s Guide, you don’t have to provide all the framework in your adventure, making it easier to include home base options in the future. Dragon Heist’s tavern is part of the economic focus of the campaign, initially serving as a serious fixer-upper that can easily become a money pit. Wyatt and Perkins also talk about how they can change their approach to the fortress system in different DnD settings to make it feel unique and relevant. Count Strahad’s dangerous realm in Ravenloft is used as an example, but as a fortress it may not have a true sanctuary like it does elsewhere. The possibility of a graveyard being a productive amenity in Ravenloft’s stronghold is tossed around jokingly, but it’s also a serious proposition in itself. Strongholds in a D&D campaign can change the course of your adventure Future campaigns may feel very different While we don’t have a framework for future possibilities beyond speculation at this point There are many possibilities for the idea of incorporating a fortress into your book. A home base doesn’t necessarily make sense for every adventure, as the focus may be on survival, or things may be geared toward non-stop globe-trotting. However, for campaigns that feature viable central locations, the concept can be consistent in a more meaningful way based on trends that many players are already exhibiting. The good thing about including strongholds in campaigns and setting books is that, if implemented correctly, they are no more essential than they were before. Similar to the Dungeon Master’s Guide, the Campaign Book should only be in the hands of the Dungeon Master, so you can ignore the possibility if you think it will simply interfere with the excitement at the table. Fortress requires a certain amount of active time investment, so it is clearly not suitable for everyone. Related After 10 years, D&D finally gave me the book I was looking for My biggest problem with the recent Dungeons & Dragons product lineup is finally resolved in 2025 thanks to the addition of two new books will be done. But in some ways, this feels like a natural evolution of where 5th Edition DnD took the game. The emphasis on long campaigns, party characters who tend to stick around for a while, and frequent opportunities for roleplaying outside of dungeons all contribute to the gameplay balance that Fortress falls into, even if it most closely resembles First Edition’s Fortress. It is advantageous to the aspect of DnD will likely continue to throw adventures that hit various points of old school charm into the mix, but it’s easy to imagine a fortress serving as a hub for anthology books to tie together. The 2024 Dungeon Master’s Guide Will Actually Be Important This Time It’s More than Just Help The idea is to actively support such concepts in the future. Dungeon Master’s Guide. While it’s always recommended for DMs to have all three core rulebooks, any Dungeon Master will probably tell you that an experienced DM can hack it in 5e without needing the 2014 Dungeon Master’s Guide at all. Some are certainly helpful, but most are not essential, and there are definitely better books out there on the art of running games. The inclusion of strongholds in future campaigns asserts the core idea of the revised edition of the Dungeon Master’s Guide, that this book will not be read once and done, but will continue to be used by DMs for years to come. The idea is to make it something that can be referenced. This concept is supported by additional features such as Greyhawk’s sample campaign settings, short adventures, and a lore glossary. The 2024 Player’s Handbook’s Rules Glossary has already proven its usefulness in making the book a useful reference, and the Dungeon Master’s Guide would ideally be able to accomplish the same thing. Related D&D: Changes in the 2024 Player’s Handbook have already caused me to stop using the 2014 edition My favorite changes in the 2024 Player’s Handbook for D&D make this book significantly better at running sessions than the 2024 edition. Helpful. It’s hard to say how much fun Fortress will actually be until the Dungeon Master’s Guide is released, but the version of this feature last seen in Unearthed Arcana had some tweaks . But for better or worse, it looks like they’re here to stay, and Dungeons & Dragons adventures may not be the same in 2024 with the Dungeon Master’s Guide. Source: Dungeons & Dragons/YouTube Dungeons & Dragons Dungeons & Dragons is a popular tabletop game originally invented by Ernest Gary Gygax and David Arneson in 1974. This fantasy role-playing game brings players together in a campaign with various components such as abilities, races, character classes, monsters, and treasure. The game has been greatly expanded upon since the ’70s with a number of updated box sets and expansions. Original Release Date 1974-00-00 Publisher TSR Inc., Wizards of the Coast Designer E. Gary Gygax, Dave Arneson
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