What’s the next Dungeons & Dragons book from WotC?

D?D

Wizards of the Coast recently revealed that they will be releasing a new book March 16, 2021 with an announcement date of next week, January 12. So what can we expect, both this spring and in the rest of 2021? I don’t have any connections at WotC, nor am I a Divination School wizard, but let’s do a little Legend Lore and see what we can determine.

A new book will come in one of the following categories: rules supplement, monster supplement, campaign guide, large adventure, or themed adventure collection.

We just got a new rules supplement with Tasha’s Cauldron of Everything, so fresh that the community is still passionately debating the new race rules, so we can safely rule that one out. So say we all. (Although I really want the next one to be called Bigby’s Handbook of Everything. If they don’t I will. Can you grasp why?)

Monster Supplement? That’s coming soon since we haven’t had one since Mordenkainen’s Tome of Foes in 2018, but I predict not yet. We just saw the Unearthed Arcana test material for dragon-based subclasses, including the Way of the Ascendant Dragon Monk and Drakewarden Ranger. This looks like they’re working on a new Draconomicon, but it’s too soon after the UA release, not to mention that we’ve only seen UA for 2 classes, and we don’t have an Ancient Dragon Warlock yet, much less a draconic barbarian, so stay tuned for more draconic classes and a 5e version of the Draconomicon this fall, probably November according to tradition.

(It was this awareness that caused me to second-guess continuing work on the Draconic Omnibus series we’re developing here, but after looking at previous Draconomicon editions and the UA subclasses, I realized that my plan would nicely supplement what we can probably expect from WotC for those who want more dragon flavor in their game, plus our subclasses are different for each dragon type, treating each color more individually.)

That brings us to campaign guides, large adventures, and adventure collections, and here’s where the future gets muddier. Like 2019, 2020 saw two campaign guides, Explorer’s Guide to Wildemount and Mythic Odysseys of Theros. Especially since Tasha lifted the blue veil and made several references to Spelljammer and other planes, an emphasis on more Prime Material Plane campaign settings gives us a hint that another campaign book may be coming soon, but if so, which world?

They have multiple options from Magic: The Gathering, and Ravnica and Theros have been well-received, so that’s a possibility, but they also said last year that they intend to revisit classic settings, so since they’re looking for a chance to redeem themselves for the depictions of the Vistani in Curse of Strahd (The recent “Revamped” version only made minor changes.), a Ravenloft setting book would be a long-awaited and coveted addition, and the recent College of Spirits Bard and The Undead Warlock Patron UA would point to that likelihood. At the same time, a collection of Ravenloft adventures (like Tales from the Yawning Portal) would be possible without a full campaign book and allow for the Vistani revisions.

That said, the recent Dragonlance lawsuit drama could be a hint that they’re working on the Dragonlance setting, which would definitely require a new campaign guide and could be the reason for the aforementioned dragon subclasses, but again, it’s too soon, so that could be the traditional fall release. (Would a Dragonlance book mean no Draconomicon?)

It seems a bit early for an adventure release so soon after Icewind Dale: Rime of the Frostmaiden, but I know WotC is eager to clean up their image, so a TftYP-style adventure collection would help cover that gaping wound, but it would be easier to clean that up with a campaign guide.

So here’s my predictions:

  • March 2021: Ravenloft Campaign Guide
  • June 2021: Dragonlance Campaign Guide
  • November 2021: Draconomicon

What are you expecting?




Silver Dragon: Draconic Omnibus, Vol. 2

Draconic Omnibus: Silver Dragon Cover

We’re thrilled to announce our first entry on the DM’s Guild, Silver Dragon: Draconic Omnibus, Vol. 2. Look into the world of the “shield dragon”, and discover how it fits into your 5e campaign!

This supplement includes:

  • Dragon Background Option Charts
  • Implied Abilities based on their stat blocks
  • Associated Creatures, including 4 new draconic hybrid creatures with complete stat blocks
  • Spellcasting
  • Lair and Hoard Details, including combat strategies based on age
  • 2 New Magic Items
  • 2 New Spells
  • Ideas for using the dragon in your campaign
    • Dragon as Group Patron
    • And more…
  • Ideas for using the dragon with your character
    • Contact
    • Paladin Oath Of Loyalty
    • Druid Circle Of Clouds
    • Barbarian Path Of The Silver Dragon
    • Bard College Of Affinity
    • Monk Way Of The Wind
    • Dragon-Associated Feats
    • Subraces And Variants
    • Dragon-Related Character Backgrounds
Dracanine

Also, get the additional supplement that includes details to include this dragon in the Caphora: The Divided Continent campaign setting.

All creature and character options are available in the D&D Beyond Homebrew section. Just search for author: doulos12.

New Monster Stats also available for Lion’s Den’s Game Master 5

Draconic Omnibus

How well do you really know the dragons? Sure, you’ve memorized their stat block, but these are intelligent complex beings who affect the world and your characters so much more than a big lizard in a cave! Welcome to the Draconic Omnibus, a multi-volume set detailing the canon 5e dragons and some new varieties to round out the set.




You Are More than Your Stat Block (Critical Success)

D&D stat block

The recent release of Tasha’s Cauldron of Everything has generated significant controversy in the D&D community, most notably for the Custom Origin option, which gives players much more flexibility in the character creation process. Some raise concerns that this will allow players to min/max, optimizing their characters to be more powerful than other characters of the same level. Others counter that this allows for more roleplay options, expanding characters beyond their archetypes. Still others have argued that it’s a moot point, that a character is so much more than the sum or distribution of its stats.

But how often do we make the same mistake in real life? How often do we reduce others or ourselves to who’s strongest, smartest, or most charismatic? Isn’t that the essence of a clique: jocks, nerds, or the popular crowd? Of course, there’s more to it than that — in my high school, to be in the popular crowd, you had to be able to afford the right brands of shoes and polo shirts (It was the 80’s.) in addition to being adept with social queues.

Adults are more subtle in our approach to others, but we still evaluate people based essentially on numeric criteria, replacing wizards and rogues with executives and unskilled laborers, making class as clearly defined as in D&D, except Tasha now allows players to change their class — would that this were so easy in real life.

This becomes particularly toxic when we reduce ourselves to our stat blocks. It’s easy to think of ourselves as undesirable due to what we perceive as some bad dice rolls at our creation. Who could ever love someone with such glaring dump stats? And if you believe yourself unlovable, you will have difficulty receiving love, not trusting those who purport to love you.

Thus the Critical Advantage style of game mastering focuses on the value of each character (and more importantly, each player) regardless what numbers appear on their stat block, whether real numbers on a page or evaluations of real people. We emphasize that a character (or player) is valuable because they are loved, and if love is unconditional, then a person being lovable has nothing to do with evaluation. You are lovable because I choose to love you. Nothing you do or even think about yourself can change my decision to love you. You can’t convince me not to. You can’t prove yourself unlovable, because “lovable” is determined outside of you.

As a Christian, I take that farther. I love you, because God has declared you to be unconditionally lovable. No matter what anyone else chooses to determine about you, God Himself has assigned you the labels “lovable” and “Mine,” so when anyone else says otherwise, regardless of their criteria, they’re just wrong.

You are more than your stat block. Your defining stat is
LOVABLE: ∞

The rest is just flavor.




Rose Gold Dragon: Draconic Omnibus, Vol. 1

Rose Gold Dragons are known for their love of children. Stories abound of children lost in the wilderness or at sea who are rescued by a rose gold dragon or some other creature of a similar hue.

At the same time, these stories have sometimes grown darker, with suspicion that questions the motivations of these creatures, and anytime a child goes missing in the vicinity of a rose gold dragon layer, the dragon becomes the primary suspect.

Download at DriveThruRPG
Download at DriveThruRPG

This supplement includes:

  • Full All-Ages Stat Blocks complete with Legendary and Lair Actions
  • Dragon Background Option Charts
  • Associated Creatures
  • Implied Abilities based on their stat blocks
  • Spellcasting
  • Lair and Hoard Details, including combat strategies based on age
  • 2 New Magic Items
  • 1 New Spell
  • Ideas for using the dragon in your campaign
    • Dragon as Group Patron
    • And more…
  • Ideas for using the dragon with your character
    • Contact
    • New Warlock Patron
    • New Paladin Oath
    • Sorcerer Draconic Bloodline variation
    • New Bard College
    • New Monk Way
    • Dragonborn variation
    • New Character Background

This supplement includes details to include this dragon in the Caphora: The Divided Continent campaign setting from Wyrmworks Publishing, but it can also be  used as-is by changing a few location names in any campaign setting.

All creature and character options are available in the D&D Beyond Homebrew section. Just search for author: doulos12.

Draconic Omnibus

How well do you really know the dragons? Sure, you’ve memorized their stat block, but these are intelligent complex beings who affect the world and your characters so much more than a big lizard in a cave! Welcome to the Draconic Omnibus, a multi-volume set detailing the canon 5e dragons and some new varieties to round out the set.




Elves and Orcs: Building Cross-Cultural Relationships (Critical Success)

In most fantasy literature since Tolkien, elves and orcs live at constant odds with each other. Among other reasons are their cultural differences and their inability to see each others’ viewpoints. Elves typically live for a millennium, whereas orcs have shorter lifespans than humans. Time alive, both how long it’s been and how long one expects to have left, changes perspective.

Even on a human level, I see this play out. Teens tend to feel like they have unlimited time, and depending on how their formative years have played out, that can mean unlimited possibilities or a sense of hopelessness. The older I get, I expect to have less years remaining than I’ve already had, so I feel a sense of urgency to accomplish my dreams, whereas others my age or older have given up.

Either way, we can learn from each other, and that’s something I love about my D&D group, which ranges in age from teens to 40’s. Unlike many games and sports, D&D and other tabletop role-playing games are cooperative and depend on players working together toward a goal. They have to help each other and use teamwork, and those different perspectives they bring to the table help to give them success.

But more than just success in the game, they build relationships. Teens benefit drastically from multiple positive relationships with adults besides family, teachers, and clergy, not that I’m discounting those by any means. They need adults who choose to spend time with them out of mutual respect instead of perceived obligation. (Yes, parents, teachers, and clergy are usually in those positions in the first place because they care, but that’s not always the teen’s perception.) Correctly managed, D&D can foster those multigenerational relationships based on the collaborative work and mutual respect that lead to success in the game.

Promoting those relationships is remarkably simple and boils down to two principles: encouragement and common ground.

When a teen experiences encouragement from adults communicating to them that they’re lovable, capable, and worthwhile, it builds their self-worth and helps cement those relationships. Adults can communicate this by asking the teens for help and complimenting them on their accomplishments. They also experience support when they find others experiencing the same feelings, even in different circumstances (common ground). At the same time, this helps adults recognize the unique contributions that teens bring. And all of this comes from sincere care and camaraderie. 

While I’ve specifically focused on adult-teen relationships here, these same principles apply to any number of cross-cultural relationships, whether racial, socio-economic, political, or any other dynamic, even if all participants are the same generation.

Recent publications of D&D materials have moved toward breaking down in-game racial boundaries, which the Caphora campaign setting did from its inception, and if we’re to get stronger in real life, we can follow this example. Maybe elves and orcs can respect each other after all.




Arcane Tradition: Biomancer (5e)

Biomancer Cover

Like a little mad science in your fantasy? What if Dr. Frankenstein or Dr. Moreau could manipulate the Weave? Where do the hybrid creatures and characters come from in your game? Introducing: the Biomancer.

Download from DriveThruRPG

Biomancers have learned to use the Weave to manipulate life itself, accessing a form of magic unavailable to most wizards. While other wizards can use Biomancy spells, they lose their proficiency bonus due to the strangeness of the magic.

This supplement includes 4 subclasses, 11 new spells, and 3 new backgrounds.

Some consider biomancy unnatural, but it’s the biomancers of Tanmaa who are responsible for many of the hybrid and augmented creatures who fill the Western Division of Caphora, and while biomancers have been blamed for some of the plagues that have struck the continent, they’re the first to be called when plague strikes to control it.

Most biomancers are found in the labs of Tanmaa, but some nobles hire them as extremely expensive personal physicians. Some biomancers are the products of their own labs who have learned, through observation and sometimes deliberate training, to use the very magic that created them.

Biomancers specialize in one of four forms of the craft: Somaturgy, Neuroturgy, Amalgamism, and Miasmism. They can use other biomancy spells but prefer their own tradition.

Other Campaign Worlds

While the Biomancer was developed specifically for the Caphora campaign setting, which you can download free from our website, it will work with most existing campaign worlds, especially those with a slight “mad science” or steampunk element, gnomes who like to tinker, or campaign worlds with hybrid creatures or characters.




Arcane Tradition: Nullimancy (5e)

Nullimancer Wizard Arcane Tradition

Download now at DriveThruRPG

Nullimancers have learned the secret art of tapping into and manipulating the all-consuming energy of Oblivion. They can generate it and transform it to a variety of effects, all of which destroy matter or energy in some way. This results in new spells and features, and several existing spells have Nullimancy versions that use Oblivion instead of the Weave.

The Nullimancer is a Wizard Arcane Tradition using an entirely new form of magic from the Caphora campaign world, but it can also be used in other settings.

This product contains the full subclass, 14 new spells, and a new magic item, all based on nullimancy magic.

All play content is also available in the D&D Beyond Homebrew section so you can easily add it to your campaign in Subclasses, Spells, and Magic Items.




Critical Success: Never Split the Party

One does not simply split the party

The first rule of D&D is… always talk about D&D. Incessantly. To anyone who will listen, even if they seem like they don’t want to. Because it’s awesome, and nobody should miss out.

But the second rule is… Never split the party.

If COVID-19 has taught us anything, it’s that we need each other. In D&D, when a party decides to split up, not only does it bog down gameplay, because the DM can only work with half of the group at a time, it usually goes badly for the party, because they depend on each other and each one’s unique skills and ideas. 

Christianity has taught this from the beginning. The Bible calls it the Body of Christ.

As it is, there are many parts, but one body. The eye cannot say to the hand, “I don’t need you!” Or again, the head can’t say to the feet, “I don’t need you!” On the contrary, those parts of the body that are weaker are indispensable. But as it is, God has arranged each one of the parts in the body just as he wanted. And if they were all the same part, where would the body be? If the whole body were an eye, where would the hearing be? If the whole body were an ear, where would the sense of smell be? And if the ear should say, “Because I’m not an eye, I don’t belong to the body,” it is not for that reason any less a part of the body. If the foot should say, “Because I’m not a hand, I don’t belong to the body,” it is not for that reason any less a part of the body. Indeed, the body is not one part but many. 

1 Corinthians 12:14-22, CSB

We are all different, and each person brings something different to the table. This isn’t just true of the contents of a character sheet, but the actual people, whether sitting around a table or living our lives. When body parts are joined together, they are greater than the sum of their parts. When body parts are separated from the rest of the body, it’s just gross. It’s not good. It shouldn’t be like that. 

Because D&D is a community-centric game, we have the opportunity to strengthen the Body well beyond what happens around the table. This is no less true whether the players are Christians or not. We have the opportunity to connect with each other, build friendships, and be there for each other, whether fighting a beholder or depression. A Critical Success party focuses more on player relationships than character relationships, but the latter serves the former. The more an adventure focuses not only on the unique capabilities of each character, but the unique needs and contributions of each player, the more the players appreciate and value each other, the more they’ll enjoy the game, and the more interest they will have in each other beyond the game. Of course, players and DM need to get to know each other in order to make this happen, and that takes time, but by focusing on how valuable each person is and listening for cues that hint at their needs, those personal connections will build.

Ultimately, the goal is that everyone involved knows that they are never alone, that we don’t need to see those around us to know someone has our back, whether in a dark cavern or a dark night of the soul.




Random Fantasy City Magical Feature Generator

City of Fantasy

Wanting to add magical elements to the cities to my high fantasy Dungeons & Dragons campaign, since it’s difficult to just think of elements out of the blue, I came up with this list as an idea generator. Here’s how it works:

  1. Choose how many features to include. This will be determined by the level of magic in your world. For my high fantasy world, you can use the Number of Features formula below.
  2. Roll D100 on the Feature Type table. That will tell you which table of features to roll on.
  3. Roll on the corresponding Feature table (Natural, Man-made, or Supernatural)
  4. Then, roll D100 on the Phenomenon table to determine the type of phenomenon.
  5. If it tells you to roll again, combining, roll on the same table unless otherwise instructed, and figure out how to combine the two items.
  6. Use your imagination to combine feature & phenomenon to determine what fits best in your campaign world. Don’t forget the history of the feature and how it has affected the city and its residents.

Number of Features

For every 1000 people in a city, roll 1D6. Every 6 indicates one magical feature. (This can also be used for rural regions, but I suggest 1D6 for every 3000-5000, but note that the feature may be hidden and unknown to the populace, and the party could travel through the region and never know it’s there.)

Feature Type (D100)

01-35 Natural
36-80 Man-Made
81-95 Supernatural
96-00 Roll twice, combining

Feature

Natural (2D20)

  1. Stream
  2. Hill
  3. Falls
  4. Valley
  5. Tree
  6. Grove
  7. Sky
  8. Large stone / Obelisk
  9. Grass
  10. Weed/wildflower
  11. Dirt
  12. Cave
  13. Pond
  14. Mud/lava/geyser/tar
  15. Weather
  16. Vines
  17. Pit/chasm
  18. Footprint(s)
  19. Nest/Den
  20. Rock formation
  21. Dam
  22. Crater
  23. Ridge
  24. Orchard
  25. Dry bed (river/lake)
  26. Local flora
  27. Local fauna
  28. Spring
  29. Chain of ponds/lakes
  30. Underground tunnel network
  31. Local fungus
  32. Fossils
  33. Woods
  34. Dead Flora
  35. Dead Fauna
  36. A formerly prevalent local creature
  37. A plot of land
  38. Roll again, combining
  39. Roll again, 1 Man-Made & Roll again on Feature Type Table

Man-Made Feature (2D20)

  1. Shop Cart
  2. One building
  3. Wall
  4. Arboretum
  5. Garden
  6. Hanging garden
  7. Well
  8. District
  9. Road
  10. Sewer
  11. Monument
  12. Cemetery
  13. Field
  14. Dock
  15. Farm
  16. Mine
  17. Quarry
  18. Fountain
  19. Entire City
  20. Military/guard
  21. Dump/Junkyard
  22. Bridge
  23. Altar/shrine
  24. Aqueduct
  25. Zoo
  26. Statue/sculpture
  27. Museum
  28. Crossing
  29. Dam
  30. Path/trail
  31. Park
  32. A city block
  33. Tent
  34. Gazebo
  35. Every one of a certain kind of building in town
  36. The marketplace
  37. Dungeon
  38. Roll again, combining
  39. Roll again, 1 Man-Made & Roll again on Feature Type Table

Supernatural Feature (2D8)

  1. Meteor
  2. Portal
  3. Magical technology
  4. Undead
  5. Light
  6. Darkness
  7. A paired location (2 places magically connected)
  8. Magical inscription / circle
  9. Spacial / Dimensional anomaly
  10. Laboratory
  11. Ancient magical site
  12. Crash site
  13. Magical juncture
  14. Site of magical event with residual effects
  15. Supernatural Being

Phenomenon (D100)

  1. Has layers
  2. Glows
  3. Defies physics
  4. Wards off something
  5. Is higher than expected
  6. Is lower than expected
  7. Is in an odd part of town
  8. Is a source of conflict
  9. Is carnivorous
  10. The city depends on it
  11. Oppresses someone
  12. Associated with a curse
  13. Houses a special species
  14. Houses a celebrity
  15. Is ruins
  16. Burns
  17. Is wetter than expected
  18. Offers a unique resource
  19. Is built in the shape of something
  20. Roll twice
  21. Floats
  22. Is a location of a sport or game
  23. Is bigger on the inside
  24. Is the location of a tragedy
  25. Is a hive-like network
  26. Is a center of criminal activity
  27. Is not what it seems
  28. Is an unexpected color
  29. Has an unexpected odor
  30. Has an unexpected sound / music
  31. Is believed to be haunted
  32. Is shrouded in fog
  33. Splits the city
  34. Is an unexpected shape
  35. Is associated with a specific creature
  36. Is unexpectedly lacking/missing
  37. Is a source of transportation
  38. Is much larger than expected
  39. Is much smaller than expected
  40. Is a canopy
  41. Is an unexpected temperature
  42. Is difficult to access
  43. Is domed
  44. Is much more numerous than expected
  45. Disappears
  46. Is a source of knowledge
  47. Is alive/animate
  48. Explodes
  49. Has unique walls
  50. Is unexpectedly indoors/outdoors
  51. Transforms something
  52. Is made from a carcass/skeleton/shell/Carapace
  53. Inhibits some magic
  54. Augments some magic
  55. Is a holy site
  56. Used to be something else
  57. Is carved out of something
  58. Is guarded
  59. Is an impossible shape
  60. Has different gravity
  61. Is made of an unexpected material
  62. Is slowly being destroyed
  63. Is sideways or upside-down
  64. Has smaller parts coming from it
  65. Is crystalline
  66. Changes into something else
  67. Is longer than expected
  68. Is impassable
  69. Is unexpectedly flat
  70. Is burned
  71. Previously housed something else (hive, web, etc.)
  72. Is toxic
  73. Is held up by something
  74. Is associated with another plane (outer or inner)
  75. Is full of something
  76. Is frozen or petrified
  77. Is in something unexpected
  78. Is under something
  79. Is aware
  80. Is clockwork
  81. Is hollow
  82. Wild magic
  83. Unexpectedly controlled / uncontrolled
  84. Associated with a unique magical material
  85. Moves
  86. Corrosive
  87. Controls minds/emotions
  88. Mimics a spell
  89. Drains something
  90. Is invisible
  91. Changes size
  92. Something will come/hatch/spawn from it
  93. Affects one or more senses
  94. Causes disappearances
  95. Is unexpectedly tough
  96. Is unexpectedly vulnerable
  97. Is a location of a valuable resource
  98. Most people don’t know it’s there
  99. Is a treasured landmark
  100. Roll twice, combining




Critical Success: Giving Players Every Advantage

D20 Critical Success

One of the bugbears goes down, and another one is hurting pretty badly. A third one looks at the other two and seems to be panicking. She says, “What are we going to do? If we go back empty-handed, we’re dead.” They look at you and seem to be trying to decide whether to attack or flee. 

A short conversation later between the party and the bugbears, and the party now has four bugbears fighting alongside them as the party promised to protect them from the Big Bad that sent them. 

As Dungeons & Dragons continues to grow in popularity, well beyond the number of players during its height in the 1980s, people have found that social media and other shallow forms of communication are inferior to gathering around a table and sharing stories, strategies, and jokes with each other. It’s easier to cope with day-to-day life in the real world when you can escape with some friends into a fantasy world for a little while, but as shared universes continue to grow in popularity, we realize that these universes draw us in as we see the similarities to our own. This allows us to take the challenges of life and put them into a new context to take a fresh look at them and find new approaches to real-world problems. 

Welcome to Caphora: The Divided Continent. Designed to take advantage of the game’s ability to bring different people together to accomplish a common goal, whether you use this campaign world, one published by Wizards of the Coast, or one of your own design, you can use these principles as you Dungeon Master a game. As well, this works with any tabletop role-playing game, although my references will specifically refer to Dungeons & Dragons 5th edition

What It Is:

Critical Success principles run through these methods, so I present to you a combination of principles and strategies that flow from each other. These principles include but are not limited to:

  • Every person has inherent value regardless of what they have done or what has been done to them.
  • Heroes create hope. Hope is caused by trust that the future is secure.
  • Nobody is beyond redemption. Some may reject it, but they are not beyond it. 
  • The greatest power is love—not a feeling, but commitment to actively caring. 

Experiential Learning

We learn best when we see the effects of our actions. In Dungeons & Dragons, we can explore the same situations we encounter in daily life but approach them from a new angle, then take what we have learned back into the real world situation.

Natural Consequences

Because the game world is designed to feel real, suspension of disbelief notwithstanding, actions have consequences. Both players and Dungeon Master learn from each other through various encounters and the results of those encounters.

Dialog inducing

Unique situations require unique approaches. The party must discuss how they will resolve the challenges they face and the possible consequences of their actions. Because the game is open-ended, they can be creative but also need to balance risk and reward. Different ideas will sometimes conflict with each other or build off each other.

How to see the world

I’ve often described my parenting style as, “I want to teach you how to think more than what to think.“ When someone knows how to think, that will guide them as they draw conclusions from what they learn. So critical thinking guides the process. 

What It Isn’t:

Political

We hear politics all day long. It’s important, but it’s exhausting, and every platform is imperfect, so Critical Success is not about pushing an agenda but rather learning to form your own agenda and act on it.

Preachy

This may sound ironic, given my day job as a preacher, but nobody likes having information shoved down their throats. Critical Success is about presenting options, not laying down the law.

Judgmental

Every action has consequences. Some we can foresee, and some we can’t. Nearly every decision is imperfect on some level, so Critical Success embraces imperfection and alternate viewpoints as a means of learning about each other and the world.

What to see in the world

Just as a fantasy world is a place of wonder, this is even more true of the real world, so Critical Success helps players find love, hope, and joy in the real world not by pointing it out, but by offering a different angle from which to look and allowing them to notice the things that are important to them.
As I mentioned above, I’m writing this as a Christian pastor, so that viewpoint will probably be obvious, but I hope this will be valuable to all kinds of gamers, regardless of their religious background or beliefs. Our tables combine people with many beliefs and worldviews, And we welcome all and strive to use these very principles to make everyone feel welcome.

This article is the first in a series. I invite you to subscribe if you’re interested in the rest.

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