The video was scripted, so what you read below will be largely (but not entirely) the same content as I'm saying in the video. The video shows a start-to-finish construction of my module's first two levels, concluding with two players (my D&D group) progressing through the campaign. The objective was to give my old D&D group a run that'd remind us of the tabletop days.īelow is a 25-minute video review version of this article. This time, I spent about eight hours building a fully fleshed-out module, complete with back-story, multiple levels, and custom quests. I did not get to look at the actual DM toolkit – the utilities used for making longer campaigns and custom modules – until the last two weeks. This DM session dropped me in to a premade dungeon crawl with my staff (“with,” not “against,” because we're playing co-operatively to enable a good experience) my role here was limited to staying one step ahead of the players, trying to plant mobs and traps according to current challenge. Until recently, our only hands-on sessions with the game were as players, with one limited on-the-fly DM session. We've previously covered Sword Coast Legends, with our first round of coverage from GDC – near the game's unveil – and the most recent at PAX Prime. For those of us who haven't yet dug our way out of the insurmountable pile of 3.5 books, the ruleset may be unfamiliar, but it's still D&D. Sword Coast Legends is a newly-released D&D cRPG that has entrenched itself deeply within Wizards of the Coast territory, all the way down to adoption of the 5th edition core ruleset.
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