Wizards of the Coast
Latest about Wizards of the Coast
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The new subclasses coming in Baldur's Gate 3 are a powergamer's paradise, and I know because I've seen them do terrible work in D&D
By Harvey Randall published
GISH GALLOP Sorcadins are coming, villains beware.
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Critical Role's plans to make a videogame have become an 'active pursuit', says CEO Travis Willingham, after almost 10 years of growing a D&D campaign into a full-on franchise
By Harvey Randall published
News "We are starting to come to the end of a long road."
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5E's original Starter Set, Lost Mine of Phandelver is still a great way to start a D&D campaign
By Jody Macgregor published
Mine Craft Dungeons & Dragons 5th edition really did kick off with a bang.
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D&D's 2024 Dungeon Master's Guide has finally had it, passive-aggressively denounces peasant railguns, capitalist artificers, and weaponised bags of rats
By Harvey Randall published
News I didn't know rulebooks could get sassy, but here we are.
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Gosh, I think D&D's finally done it—the 2024 Dungeon Master's Guide actually does a decent job of teaching you how to run a game
By Harvey Randall published
INTO DMS Some bad habits aside, it's a huge improvement.
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The best way to get into Magic: The Gathering is being handed a shoebox of old cards, but the second-best way is Foundations' Starter Collection
By Jody Macgregor published
Plains It's a shoebox in a box.
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An unintended rules change in D&D's new Dungeon Master's Guide can cause your heroic adventurer to drop dead after chasing bad guys for 1 minute—and if they survive, they'll be knackered for days
By Harvey Randall published
News Finally, some representation!
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Magic: The Gathering goes back to basics with Foundations: green decks go tall, monsters get bigger
By Jody Macgregor published
Club Classics A great way to introduce beginners, with plenty of appeal for returning players as well.
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