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TRANSFORMERS: Rise of the Beasts Review

**SPOILER WARNING**

“Calling all Autobots, Calling all Autobots, Roll Out!”

With that, I heed the call of the last prime! Following the critical and commercial success of Bumblebee, a sequel was always going to be on the cards. Thus in early 2019 a sequel was greenlit but thanks to the audacity of a global pandemic filming didn’t start till 2021.

Helmed by director Stephen Caple Jnr (Creed 2) Transformers: Rise of the Beasts  would cast Anthony Ramos as lead human #1 Noah Diaz, an ex-military electronics expert and Dominique Fishback as Elena, Museum intern with a vast knowledge of ancient history and their artifacts.

Now no live-action Transformers film would be complete without a stellar voice cast to bring our favourite Autobots to life. Leading the way, Peter Cullen returns as Optimus Prime, Pete Davidson as Mirage, Liza Kosy as Arcee, and Cristo Fernández as Wheeljack. Bumblebee making his return and is voiced by all the best hits and flicks of the Era. In this sequel, we get to introduce fan favourite characters from Beast Machines and Beast Wars The Maximals! Lead by Ron Perlman as Optimus Primal, Michelle Yeoh as Air Razor, Tongayi Chirisa as Cheetor, and David Sobolov as Rhinox

The Transformers franchise previously featured other fan favourites like the Dinobots in Age of Extinction, the new installment looks to continue branching out. This brings us to the “BIG” bad of this installment and when I say big I mean planetary!

In the opening scene that echoed the animated movie of the 80s we are introduced to Unicron, we saw a glimpse(a very uninspired glimpse) in The Last knight but it would appear this outing has pulled out all the stops and gave us a Unicron that looks a spitting image of its animated counterpart. With the planetary behemoth comes underlings, enter the Terracons. Scourge voiced by Peter Dinklage, Nightbird voiced by Michaela Jaé Rodriguez and Battletrap voiced by David Sobolov.

Rise of the Beasts is filmed in New york and Peru while being set in 1994 and thank Primus we got a ’94 Soundtrack to go with it which made me feel both old and young at the same time. Featuring timeless classics from artists such as Notorious BIG, Wutang Clan, Public Enemy and LL Cool J (whos track “knock you out” makes a stellar entrance) The Cinematography and visually stunning locations in Peru, which included Machu Picchu, were amazing and gave both tranquillity and tense atmosphere to the film. The Maximals being at home in the jungle landscape while the Autobots feeling like a fish out of water.

Unicron being the biggest of the big bads meant we were only going to see him for brief but memorable moments and I knew we would never see him out of his planet form. Though from the way the film ended we’re in for so much more but I’ll get to that later.

The story was an easy-to-follow set up for what can only be a Hasbroverse in the making.

The homeworld of the Maximals comes under attack from Unicron. The Terrorcons, led by Scourge, seek to obtain for their master the Maximals’ greatest piece of technology, the Transwarp Key. The Maximals escape the planet before Unicron devours it. Under the command of Optimus Primal, the Maximals use the key to flee to Earth.

Noah supports his family, and is convinced by his friend Reek to steal a Porsche to sell, only to discover that the car is the Mirage. Concurrently, museum intern Elena studies an ancient statue of a falcon bearing the Maximal symbol, breaking it open to reveal half of the Transwarp key. The key releases an energy pulse that is detected by Optimus who then calls the other Autobots. Mirage is contacted in the middle of Noah’s attempted theft, and Noah winds up being roped into the robots’ mission to recover the key so they can use it to return to their homeworld, Cybertron.

Drawn by the key’s signature, the Terrorcons arrive on Earth, and Elena is caught up in the conflict when the villains attack the Autobots outside the museum. Scourge kills Bumblebee and steals the key half, before Airazor arrives and drives him off. Airazor explains to the Autobots that the Maximals have been hiding on Earth for thousands of years, and split the Transwarp Key in two to keep it out of Unicron’s hands. Basically a giant game of “Keep away”.

In Peru, they meet up with Wheeljack and get introduced to Optimus Primal and the other Maximals, who explain that they moved the second half of the key. Scourge corrupts Airazor and Primal is forced to kill her to save Elena.

In the scuffle, Noah goes to destroy the other half of the key, only for it to be stolen by Scourge, who then reassembles the two halves atop a volcano, opening a portal through which Unicron will soon arrive.

Now if all this wasn’t enough, the battle ontop of the volcano was everything I wanted. I got to hear both Prime and Primal say iconic lines from the animated franchise “Autobots, Roll Out!” and “Maximals MAXIMISE!” to which goosebumps did appear. We also got to see a version of The Cybertronian Exo-Suit but not before Bumblebee made his triumphant Airdrop return accompanied by LL Cool Js “Mama said knock you out” to which when the scene happened the whole screen erupted in cheer and applause!

**MAJOR SPOILER AHEAD**

In the aftermath of the conflict, Elena receives recognition for discovering the temple in Peru, while Noah attends an interview for a security job, but finds he is actually being invited to join the secret government organization. Whats that Organization you ask?

Stick around cause there is a mid-credit scene.

This film was great, and I had such a good time with it. I walked in a little apprehensive as Michael Bay was still attached as producer and his past excursions into the Hasbro title have been less than impressive. Ron Perlman as Primal was a brilliant bit of casting and he brought such heart and strength to the character which beautifully contrasted Cullens’s commanding voice of Optimus Prime. Pete Davidson as Mirage was the scene stealer, funny, caring, protective and also a little rebellious.

Rise of the Beasts held onto the G1 feel of Bumblebee and ran with it and I feel they’ve realised this isn’t a race but a cross country marathon to build something that could be Amazing. With the inclusion of G.I Joe into the universe they’re taking a page direct from the comic book series. This could imply we could see a universe that could include not only Transformers and G.I Joe but also M.A.S.K which made this big kid extremely happy. “Till all are one!”

Transformers Rise of the beasts is out now!

Format 2023

Manchester has become a mecca for the UK’s videogame industry, due in part to Manchester university’s engagement with the games development community.  It is therefore no surprise that Manchester has become the home for Format; the UK’s leading games industry community nightlife event.

Format is an annual event for game studios, developers and streamers to connect with the gaming community and showcase their talents.  Anyone expecting a convention or expo, with the associated trappings, may have been disappointed, as Format is primarily a networking night for influencers and developers.  That said, there is a lot to enjoy, even for the casual gamer, as Format is ultimately a celebration of gaming.

This year’s Format was held on 25th May, which is appropriate since it is Geek Pride Day, National Towel Day (in celebration of Douglas Adams’ birthday) and the Glorious 25th May (in memory of Terry Pratchett).  Thursday was an unusual night for such an event, given that it continued well into Friday morning.  This may have been tough for those that had an early start the next day.  However, it also meant that the organisers had greater choice of venues.

To say Format was a packed-out affair would be an understatement.  All three floors of the Impossible nightclub were filled to bursting with video games from a variety of independent studios.  One of the biggest names there was Team17, with their World War 2 shooter Hell Let Loose. There was also a VR rig set up for demonstrating some innovative games.

The standout game had to be Hell Let Loose, for its excellent sense of immersion, as it recreated the experience of WW2.  However, this was a game that required teamwork – just diving straight in meant there was little chance of developing a plan.  There were dozens of games to play, including a neat storyboard game, which projected a game onto pop-up books and players navigated themselves across the page.  There was also Rhythm Towers, which combined music with tower defence mechanics, allowing players to create a variety of medleys whilst defending themselves.

Almost everyone there was in their twenties or thirties.  This is an event intended for a younger audience and the music policy reflects that.  However, it remains welcoming for all ages; all that is required is a passion for gaming.

There were also some great cosplayers, including one who had accessorised the Spartan armour from Halo with an LED lightshow, creating a disco version of the Master Chief that was used to great effect.

The venue itself was incredibly busy and filled to the seams, with lots happening throughout the night.  Format was sold out, and with all the associated hardware that comes with a gaming night, it felt even more crowded.  Format is an event that is very much growing and may need to find a larger venue in future.  Fortunately, it was a mild night, which allowed people to expand into the outdoor area; otherwise it would have been intensely crowded inside.

Overall; Format was a great night in Manchester that celebrated the unbridled innovation of indie developers, whilst being a fun night for anyone into gaming.

The Lord of the Rings roleplaying game (5E)

The One Ring (reviewed here) was published last year and is a fantastic roleplaying game based on the Lord of the Rings that uses a thematically appropriate system whilst conveying the sense of wonder that permeates the novels.  Since then, The Lord of the Rings roleplaying game, based on the 5E system, as used in Dungeons and Dragons (D&D) has been developed and recently released.

Developing a roleplaying game using the 5E system is a double-edged sword.  D&D remains the best-known roleplaying game, the mechanics of which have even entered mainstream parlance (we all know armour class, for example, as the phrase is widely used in media), but there are also certain gameplay expectations that come with it.

The Lord of the Rings (5E) transfers many of the core ideas of The One Ring into the mechanics of 5E system very well.  Unfortunately, it is not a perfect fit, as the game’s themes are not elegantly integrated into the rules.  However, the 5E system is widely understood, and from that perspective this initial knowledge helps in terms of the accessibility of the rules, especially for new players or those more familiar with D&D.

Character classes have been adapted for the setting of Middle Earth and have been renamed ‘callings’.  Those hoping to play a wizard, sorcerer or warlock will be disappointed.  Spells remain the purview of the Maiar (celestial beings, like the wizards Gandalf, Saruman, Radagast, etc), with players only having access to mystical abilities through magical items, such as invisibility from a certain magic gold ring…

Much of the 5E system remains the same, but incorporates mechanics from The One Ring, such as those for patrons and the different phases (one for exploring and another for recovering and pursuing character-focused goals between adventures).  However, the encroaching sense of darkness and despair that is so iconic to the Lord of the Rings, and which was thematically embedded within the rules of The One Ring, does not feel as present.

The greatest problem with The Lord of the Rings (5E) is 5E’s association with D&D, which carries certain expectations of what a D&D/5E game is.  However, the epic-fantasy/high-magic shenanigans of a D&D/5E game do not always fit well within the atmosphere of The Lord of the Rings.

Even if the players do not wish to play a Lord of the Rings game using the 5E system, there are still some great game mechanics that can be extrapolated from this roleplaying game and transplanted into other roleplaying games that use the 5E system.  For example, the shadow path is an excellent mechanic for measuring a character’s exposure to evil and the impact it has on their personality.

So far, a Lord of the Rings 5E core rulebook, a Shire Adventures supplement and the Lore Master’s Screen have been released. They all look amazing and more supplements are planned.  The artwork throughout is wonderfully atmospheric and the sepia tone is reminiscent of ancient grimoires.  Likewise, the wraparound artwork on the lore master screen evokes the mood to the players, whilst hiding the GM’s notes, and includes a series of quick reference tables on the inside to save looking through the books.

For those that want to try a different roleplaying game, but have no wish to learn a new system or are just happy with the D&D/5E rules, then The Lord of the Rings (5E) would be ideal.  However, for those that are after something a little bit different, with a game that embeds the core themes within the system, then The One Ring roleplaying game would be a better choice.

Star Trek: Picard – Season 3 (contains spoilers)

Star Trek: Picard’s third and final season beamed down to Amazon Prime last week and it would be fair to say that this season has been markedly different from the previous seasons.

This article will be reviewing all of Star Trek: Picard Season 3 up to the final episode, so readers who have not yet watched it all may wish to stop reading now.

With Terry Matalas as the new showrunner, this season felt like a soft-reboot of the entire series.  Certain storylines were maintained, such as Jean-Luc Picard (Patrick Stewart) dying and now being in a synthetic body, whilst others, like the Data (Brent Spiner) storyline, have been rewritten.  In many cases, this selective retconning has been for the better.

This season, like every other season of Picard, starts off incredibly well; this time with the revelation that the Federation is being infiltrated by an insidious organisation.  This is spearheaded by the compelling villain Vadic (Amanda Plummer), who is hunting Beverly Crusher (Gates McFadden) and her son Jack (Ed Speelers).  Vadic’s background as a changeling who was experimented upon by Federation scientists is excellently portrayed and gives a genuinely sympathetic reason for wanting to destroy the Federation.

However, the subsequent reveal that Vadic is actually working for the Borg undermines the plot.  The Borg are Picard’s nemesis. They have been in every season of Picard: in the previous season Jurati (Alison Pill) became the Borg Queen and resolved the Borg’s desire for assimilation, and in the first season the Borg were being rehabilitated.  The Borg have also appeared in Star Trek: First Contact and Star Trek: Voyager.

Having the Borg return yet again lessens their overall impact, making them akin to just another species in the Star Trek universe, rather than being the enemy at the gates that can destroy all civilisation.  The Borg are always presented as a significant threat, but when they have been defeated so many times, viewers begin to question the threat they pose.

This season is also highly derivative of other science-fiction shows.  Having the Enterprise-D return because it is the only Federation starship not network-connected is similar to how the Battlestar Galactica survived, whilst the Enterprise flying through the Borg Cube looks like the Millennium Falcon flying through the second Death Star in Star Wars: Return of the Jedi.

There were fist-pumping moments, such as the Enterprise flying in at the last minute to save Picard and Riker (Jonathan Frakes), whilst the final shot of the crew of the Enterprise all playing cards together was quite sweet.  However, the more compelling storyline, of Raffaela Musiker (Michelle Hurd) and Seven of Nine (Jeri Ryan) facing off against a Borg-controlled fleet onboard the Titan, was massively underused.

That said, all of the cast were on top form and it was amazing to see the crew of the Enterprise-D together again.  Likewise, the visual effects were truly stunning, although the cast swaying to high-speed manoeuvres remains hilarious (and reminiscent of Red Dwarf…)

Star Trek: Picard was a series that never took risks with the writing and ultimately there were some missed opportunities.  For example, when Picard died in the first season, rather than resurrecting him in a synthetic body, what if they had used the opportunity to explore the ramifications of his death?

Overall, whilst this season of Picard was an improvement compared with the last one, and featured some incredible acting by the original cast, it was ultimately let down by writing that relied far too often on established tropes and never dared to take any chances or try anything new.

Victor Dorobantu

Victor Dorobantu is a busy man.  A professional magician, Dorobantu played Thing in the hit Netflix series Wednesday, alongside Jenna Ortega as Wednesday Adamms and Emma Myers as Enid Sinclair.

Although small, Thing proved to be a memorable character.  The original Thing in the 1964 The Addams Family television series was a disembodied hand in a box.  Later, in Tim Burton‘s The Adamms Family films, Thing became a free-roaming hand and the family’s faithful handservant.

In the recent Netflix series, Thing was developed as a character in its own right.  Thing was sent to Nevermore Academy by Wednesday’s parents to watch over her, but soon became embroiled in her schemes to solve various mysteries.  What made Dorobantu’s portrayal so impressive is that Thing is just a hand – no face, voice or body to convey emotion – and yet he was able to invest his performance with such emotion that Thing felt like a distinct character, with their own wants and desires (usually a manicure).

During a recent trip to the UK for Sci-Fi Weekender (reviewed here), Victor Dorobantu spoke to Geek Pride about the challenges of bringing such a unique character to life.

How did you portray Thing with so much personality and character?

It wasn’t something that I learned, exactly. When I met Tim Burton, we spent a month before the other actors came in on set, trying to find ways for Thing to communicate, because nothing had been established. Thing’s attitude, gestures and vocabulary was surprisingly improvised. We tried to find ways using alphabet of the American Sign Language (ASL), but nothing worked.  For example, in sign language, you need to have two hands, the face and a body, so it’s not possible. Usually characters, even an object like a fridge in a cartoon, has eyes and stuff like that. But Thing has nothing like that; no voice, no subtitles, nothing. I just tried to put my soul in it and act like I was the hand. The blue suit that I was wearing was not just helping the VFX guys, it was helping me ignoring my body and just being the hand.

When they were resuscitating Thing, it even had me tearing up.

That scene made everybody tear up, but it was actually kind of improvised. I remember Jenna said in that moment she couldn’t cry: she was just too tired and couldn’t make herself cry. The only thing that made her cry was me petting her hand, and everybody started filming. We also improvised that little pinky promise.

The dialogue was great, but Thing didn’t really have lines.  He sometimes looked shocked and would have to transmit an idea, so then I had to find ways every day for those movements.

You also managed to convey an amazing amount of speed in Thing.

In those scenes, such as when Thing is running in the train station, I was strapped on a dolly. They built a dolly, like a bed with wheels, just for me, and the camera guy had his own seat on that. It was a vehicle pushed by people, and I would be lying on my belly and running with a hand on the ground.  It’s impossible to run that fast with your hand on the ground and without moving your hand or wrist. Each one of us would brainstorm ideas about how can we make this possible.

What was the makeup like?

Thing had makeup on all the fingers and the palm.  The wrist was prosthetic makeup, like a big piece of silicone, modelled for my hands by Kristin Baxley, who is one of the biggest prosthetic guys in the world. The scars were prosthetic, like they were tangible – we had a big truck full of these.

Each and every one of those positions that I was in required a specific stump. That’s what they call them. It was one for the upper part of the wrist and one for the scenes where Thing was standing up on the table. Each of those positions have one stump accordingly. We had scenes where they had to change three stumps, and each and one of them lasted three hours in makeup to apply. It was kind of a pain in the butt, but even though the positions I was in were terrible, I only felt happiness doing it, because it was something new to me.

How did you become involved in Wednesday?

I didn’t sign up for anything. I was just called one day by a woman asking if I want to play in this, and I thought it’s a joke, because who calls you random without signing up for something, and tells asks if you want to play in a famous movie now? Nobody. She called me like three or four times, and then I realised it’s actually true.

I went to the casting, and all the magicians in Romania were called, because Tim Burton was searching for a magician.  The old movies used the magician Christopher Hart, and he just went there again.  I don’t know why I was chosen. I never asked.  I just appreciated that I got to portray Thing.

Was Tim Burton only looking for magicians for the role?

Tim had decided to do that because he thought the dexterity of a magician was needed for this.  In my opinion, magicians are generally very robotic and use muscle memory a lot, which doesn’t help. In the case of Thing, I discovered that you need to be graceful with your hands to be able to create emotions.  A guitar player, piano player, or puppeteer, these guys are the best ones. I don’t know if I was the best choice for Thing, but after I saw the final edits, and people’s reactions, I guess I can say that I was.

Many things from my past brought some character to Thing.  Not just the magic part, but I was also a guitar player. I was acting in a small children’s theatre in my hometown where I was puppeteering.

At what point did you realise you needed to be fluid?  What was that learning process?

I just went with the flow. When they called me for this role, I was very frustrated, because I couldn’t find many jobs as a magician in Romania. In Romania this kind of artform is kind of niche; the entertainment is not appreciated. There are very few magicians in Romania that really can say that they earn a decent amount of money from this.  When I found out that I was cast in this role, I realised you just never have to give up. It sounds like a cliché, but it is the best advice I ever got; never give up on your dreams.

Is that a cultural thing for magicians in Romania?

I know a lot of great magicians in Romania, but there are only three or four that really can live from this kind of art.  I don’t know why, maybe because in Romania, we don’t have much entertainment. When we do, it’s only about acting or music. Nothing else like magicians. All these kinds of other arts are not appreciated.

Are we going to see more of Thing in Season 2?

They have said Season 2 is coming, but they have not yet decided when and where.  I know that they will make it, but I have not heard anything about the location. I just keep hearing rumours on the internet like everybody else.

Victor Dorobantu; thank you very much.

All photos are by Peter Gatehouse and used with permission.

Star Wars Celebration 2023

Star Wars Celebration returns to the UK for the third year since it began in 1999. Following a certain global event, I was eager to return to a convention. There have been many conventions before, but nothing prepared anyone for this. The Lucasfilm Studio Showcase made Star Wars Celebration feel truly special. Here is everything discussed and shown at the event.

The first show discussed was Andor, with series creator Tony Gilroy announcing that the second season was halfway through production. The stage was then led by cast members Diego Luna, Denise Gough and Andy Serkis, as well as a short teaser to whet the appetite of the 4,500 fans packed into the hall. The 12-part season two, due to air on Disney+ in August 2024, will see the timeline move forward a year every three episodes, leading to Rogue One.

Leslye Headland is next on stage to present her creation; The Acolyte. Set during the end of the High Republic, this series will mark the earliest point in the timeline presented in live action. Lee Jung-jae (Squid Game) leads the cast a Jedi Master, with Amandla Stenberg as a former padawan. One of the biggest reveals was Chewbacca actor Joonas Suotamo would be starring as Kelnecca, a wookiee Jedi. The show will have a mystery/thriller theme and is due to air in 2024.

The biggest scream from the crowd was simply from the title of The Mandalorian flashing on the screen. Jon Favreau, Dave Filoni and Rick Famuyiwa discussed the ongoing third season and what to expect from the show. An extended look at episode 7 (titled “The Spies”) revealed some major talking points (no spoilers here, though.) and screened episode 7, which was possibly the best episode of the season so far.

The Mandalorian season three is due to air Episode 7 on 12th April and Episode 8 on 19th April on Disney+.

Favreau and Filoni stayed on the stage to talk about Ahsoka, and were joined by it’s star Rosario Dawson. They revealed that Mary Elizabeth Winstead and Natasha Liu Bordizzo would star as Hera and Sabine respectfully. The trailer also teased Grand Admiral Thrawn’s return, and it was confirmed that Lars Mikkelsen would play Thrawn again.

Ahsoka will consist of eight episodes with the potential for future seasons, and is due to air on Disney+ in August 2023.

Jude Law arrived on the stage, bringing some of the cast from Skeleton Crew, which was been teased as The Goonies in space. The series will follow four children as they try to find a way home, with the help of a Jedi (Jude Law). Set at the same time as The Mandalorian and Ahsoka, this show was an idea by Spider-Man director Jon Watts. The trailer for Skeleton Crew has a sense of wonder and adventure unlike any other Star Wars project and the series due to air later this ear on Disney+.

The official Star Wars timeline has been updated to accomodate new stories, some of which will take place the furthest into the past and future than we have seen so far.

The first announced film was Dawn of the Jedi, with James Mangold as its director. The film is set 25,000 before Episode I, establishing the first force user in the galaxy. Little has been revealed so far, but it will define the canononical beginnings of Star Wars. No release date has been confirmed yet, but Lucasfilm obviously trust Mangold, given his recent work on the latest Indiana Jones film.

Dave Filoni finally makes his own Star Wars movie, with Age of Rebellion. Few details have emerged, but it has been teased as a conclusion to The Mandalorian and other projects.

Sharmeen Obaid-Chinoy is set to direct New Jedi Order, which will take place fifteen years after The Rise Of Skywalker and has Daisy Ridley returning as Rey. This film will be set the furthest in the future, with Rey becoming a Jedi Master. As the title suggests, she will lead a new Jedi Order. No other cast members announced, but Steven Knight will pen the script.

The convention itself was a brilliant experience overall. Witnessing all these trailers excited me for the future of Star Wars and Lucasfilm. Star Wars is definitely going in the right direction.

Campaign Builder: Cities & Towns

When planning a campaign, it can be tough to create environments for your players’ characters to occupy. It can become especially troublesome as the number of towns and cities that could populate your world become denser and more intricate. How do you know what questions to keep track of when constructing your settlements? Is there a proportion of houses to taverns you need to be aware of? Why do they exist in the first place?

As a writer, making these choices is essential, as you raise the expectations of your audience; be they the reader of prose or a band of adventurers coming out of the tavern and feeling just fine. Questions also have to be considered as to how well documented the environments should be, and whether trade routes have been firmly established and need to be placed on a ‘consistent’ map.

Smaller maps allow for focus on particular places as different locations are created, giving each town and city visited distinct identity from its neighbours – but care needs to be taken in ensuring that there is balance and a smidge of logic as to how all the pieces of that puzzle fit together.

Keeping all this in mind, Kobold Press’ kickstarted Campaign Builder: Cities & Towns is a guide for people who think everything above to be the most daunting thing ever, which, to be fair, is totally understandable.

As someone who has tried to tackle the question before, I know just how even a glance at a map can raise certain assumptions and questions before exploration has even begun. Mostly, a map reveals where places exists and where they are relative to others, but also how large the scope of exploration is expected to be – a town map invites a tighter focus and in-depth dive into a location with plots driven by organizational and interpersonal conflicts, whereas a world map invites awe and a desire to explore every nook and cranny and possibly an inclination that their quest is directly tied to geopolitical conflicts.

The first chapter from Kobold Press’ introduction to city building brings your attention to the interpersonal environment of your city by posing some questions which help build the bare bones of the city you want to build;

  1. What is the city’s age?
  2. What is the city’s primary function?
  3. What are the city’s trade goods?
  4. What is the city’s size and population?
  5. What is the city’s government structure?
  6. BONUS QUESTION: What is the frequency of and general stance on magic?

It is fascinating to consider these and links to the larger question of what do people eat? How do the inhabitants of this town sustain themselves? What do they farm and/or forage? Do they import goods, and if so how do they afford the costs? Or are they exporters, in which case where does it go and how far? It seems like the kind of questions that would not normally be considered, as they have no plot-relevance, but it is one which supports how believable you can make the world feel.

These considerations raised by Kobold Press are important. Not only are these questions that players might raise, but also it allows the city to be manageable for Dungeon Masters. How long has the city been around for? If it’s relatively new, it’s presumably rather – and also has some teething problems with law enforcement and managing with local wildlife.

Bringing magic into the equation is an optional question, which depends on the relevance to plot or setting that is constructed – is it wild and free, educated and monitored, or frowned on and hunted down? Each answer sets a tone for the city and its inhabitants and helps develop a feeling within of just how unique each place is to visit and the possibilities it holds.

That being said some of the work here could be taken with a pinch of salt. Ironically, it’s the section on economy and trade goods. Whilst it might seem like a small nitpick, parties may decide to acquire goods for themselves. Dungeon Masters should probably adjust some of the prices according to their own logic, such as grain and flour – despite flour is made using grain, the processed product costs exactly the same (1 copper) as the original foodstuff.

Logically, there should be a least an increment of one more copper due to the labour costs to process the food. There are other minor issues which crop up, such as unspecified units of measurement, and some missing prices for some of the trade goods mentioned in city production tables.

A lot of questions are asked and it’s only the first chapter. There’s more to building a city than just those questions, and Kobold Press divides the book into five chapters to provide Dungeon Masters with ample opportunities to expand and develop the intricacies of the internal operations of their cities and aspects tjay players can become involved in

  • Chapter 1 sets the parameters for your city: its age, primary function, trade goods, size and population, and government structure, plus the level and prevalence of magic.
  • Chapter 2 details geography and climate, architecture, and city districting.
  • Chapter 3 talks about the people: rulers, the guilds and organizations, henchmen and hirelings, and monstrous citizens. This chapter also includes statistics for urban NPCs and monsters.
  • Chapter 4 shows you how to run urban adventures and campaigns: how to stage encounters, the roles of citizens, crime and punishment, city wealth and taxation, how to direct player characters and keep track of nonplayer characters, and more.
  • Chapter 5 brings you player options, like character backgrounds, subclasses, spells, and magic items, as well as new rules for incorporating a contact network and running a business.
  • The book even includes an Appendix within which are numerous tables and diagrams to support the visualisation and random generation of cities!

I found Kobold Press’ work to be succinct and informative, breaking up the questions with gorgeous artwork, examining aspects of the city to help develop its inner workings and machinations. There is even an interesting guild guide, laying out the responsibilities of NPCs, or even players, as well as the benefits such a position would offer.

The fifth chapter offers more involved player backgrounds and subclasses to enable players to feel invested in these cities, such as a street magician for roleplay opportunities, a monk built around parkour for making there way through the city and a circle of sewer druid – just imagine the possibilities there…

This is a fantastic toolkit for all who want to improve their worldbuilding arsenal, and one we recommend to writers and dungeon masters everywhere.

The Great War: Western Front – Review

WW1 isn’t a war that you get many games about, due to its static nature, but seeing the footage of The Great War: Western Front on Youtube replete with a campaign map, stacks of units on each side, real-time battles that included creeping barrages, tanks and waves of infantry really got my Historical gaming juices flowing.. Basically WW1 Total War right?!

And so, I got it on steam for £34 spent a couple of hours going through the tutorial, readied myself for the epic campaign annnnd completed it in one sitting of 5 hours. To say I was disappointed was an understatement.

Conceptually the game has a lot of promise. You have a campaign map thats broken into hexagonal territories, each consisting of a number of stars to indicate how many times you have to win a great victory before you can capture one. Lesser victories increase battle fatigue and reduce national will (this is the main mechanism for winning the game) but to take an area you need a great victory and that means taking all objectives. So in theory quite hard to do and with only basic tech at the start not something you can do from the off, even with overwhelming force.

On top of this if you don’t carry on an attack in an area the stars are replenished and it puts you back to square one (or Hex one as it is). So far, so WW1, great! There is an added level of nuance to the campaign map and battles, in that when you fight you build trench lines, add machinegun nests and barbed wire, all of which persist throughout the game when you fight in the same area. Also if you fight in an area for the first time, there maybe be minimal trench lines or even non at all and you have to start from scratch which is a great idea. You’re building your defenses and they affect how effective that area is at repulsing attacks. 


Seeing waves and waves of enemy troops smashing against your trench line, watching the first line fall, and then reinforcing from reserve lines you built is enjoyable and placing artillery in optimal positions as well as having pre-battle bombardments from siege artillery is a great touch. To give that feeling of trench warfare.

The thing is though there’s all this potential in the game but it seems squandered or even just bolted on. The campaign map is tiny, the campaign itself is super short and I spent most of my time doing very little because I didn’t want to waste national will by launching assaults on trench lines I knew I’d lose against. So much so that the battle of Ypres didn’t happen until like May 1918 and when I had 6 to 1 odds on the enemy and half of my army artillery and tanks.

Added to this research is slow, battle is Infrequent (based on the short game) and there just doesn’t seem to be much depth within. Even the persisting battlefield is pretty pointless because you don’t really get to witness it that much. Also you can’t destroy trenches and artillery craters/damage disappears.

It’s quite frustrating to be honest because you can see what the game could be and if you don’t mind just multiplayer battles, if you can find one, then it’s not bad but for that grander experience it has very little to offer and for me kinda turned me off the whole thing.

A shame, great potential, badly executed.

Roll Initiative!

To celebrate the release of Dungeons & Dragons: Honour Among Thieves – which explodes into cinemas in the UK and Ireland on March 31st 2023 – we have a selection of D&D merch to give away that you’ll truly treasure, including branded hoodies, caps, water bottles, tankards and tote bags.

If you want to be in with a chance of winning these amazing prizes, then like and follow us on social media and tell us your favourite character class from D&D. Winners will be picked at random, so tag a friend, party member or dungeon master.

A charming thief leads a band of unlikely adventurers as they embark on an epic quest to retrieve a long-lost relic, but their adventure goes dangerously awry when they run afoul of the wrong people. Dungeons & Dragons: Honour Among Thieves brings the rich world and playful spirit of the legendary roleplaying game Dungeons & Dragons to screen in a hilarious and action-packed adventure.

Dungeons & Dragons: Honor Among Thieves Review

Last night was the UK premiere of a film I’ve been waiting to see since talks began in 2013 and to say I was apprehensive was an understatement. The last D&D film wasn’t exactly great and Hollywood doesn’t have a great record of sticking to the source material. So with notebook in hand I walked into a film and to quote a fellow Dungeon Master “Take a chance, roll the dice” and lets Roll Initiative with Dungeons and Dragons: Honor Among Thieves.

The film is set in the “Forgotten realms” or to most of us it’s just called “The Realms” and tells the story of a group of adventures looking to “acquire” a long lost relic, but find themselves running afoul of the wrong people…

On top of this each character has a well-known class:

  • Chris Pine as Edgin Darvis, a human bard and former member of the Harpers. 
  • Michelle Rodriguez as Holga Kilgore, a human barbarian who was exiled from the Uthgardt Elk Tribe.
  • Justice Smith as Simon Aumar, a wild magic half human sorcerer who is the descendent of Elminster Aumar, a notable wizard.
  • Regé-Jean Page as Xenk Yendar, a human paladin who narrowly escaped the lich Szass Tam’s “rise to power” in Thay and as a result, “ages more slowly than a normal human”.
  • Sophia Lillis as Doric, a tiefling druid raised in the Neverwinter Wood by a wood elf enclave. She is a member of the Emerald Enclave and has organized a resistance against the Lord of Neverwinter who targeted the forest “for its resources”.
  • Hugh Grant as Forge Fitzwilliam, a human rogue.
  • Daisy Head as Sofina, a Red Wizard of Thay with a focus in necromancy and “ties to Thay’s tyrannical magocracy”.

So far, so D&D. And indeed watching the film it seemed to hit the TTRPG marks really well. to the point that you can follow the rolls as the party move through the film as if it was a party playing along on the tabletop. I found myself commenting a few times through the duration of the film “check for traps” “stealth check” “perception check” and of course specific character classes doing what they do…. barbarians, am I right?! which I thoroughly enjoyed. Watching Doric use her class feature to wild shape multiple times and then Polymorphing into an OWLBEAR! Was just pure D&D delight. Simon uses some fan-favourite spells as well which include Shield, Magic Missle and Pulse wave; While Sofina uses Misty step and Lightning bolt with ease.

One spell that was used that made the “Critter” in me clap and jump for joy was seeing the use of “Bigbys hand”, a spell often used by the Gnome Bard Scanlan Shorthalt of Critical Role group Vox Machina.

There’s plenty of heads-up details in this TTRPG adaptation that breaths character beyond just its special effects. Although the monster designs were straight out of a monster’s manual, especially on a chonky red dragon named Themberchaud that garnered a lot of laughs from the audience, the Characters themselves did seems slightly pre gened and left little to be attached to, character tropes are abundant coming with some dread, loss or a reason to prove themselves etc which is a general thing in DnD when creating a character.

They often use specified D&D terms to discuss spellcasting such as attuning, names that only players of D&D would know are thrown about like Mordenkainen, even using components and verbal incantations when casting spells, when rolls fail on them you can see enemies taking advantage of those “concentration checks” during fights. There’s one joke made about the “arbitrary limitations” of a certain spell that was used and got a lot of laughs.

When Honor Among Thieves utilises its tabletop source material, it becomes a D&D film that far surpasses the abysmal 2001 venture. Though Doric’s tiefling design is rather plain. I was expecting her to be red or blue or even purple, unfortunately, it only goes as far as horns and a tail. This being said we got to see other favourites like Mimics, Dragonborns, Tabaxis, Displacer beasts and of course Gelatinous cubes. The visuals were great and the wildshapes were clean, the use of cinematography especially for a fantasy realm was beautiful and was accompanied well with a soundtrack that would be more than welcome in a campaign setting in your own Dungeon.

Oh and if you’re a fan of the original animated series, you are definitely in for a treat. Aswell as a few cameos from the guys at Critical Role.

Was it perfect? No, being somewhat predictable and the characters not having a lot of depth did take away from it a bit BUT I did thoroughly enjoy it. Only time will tell if this much-evolved Gygaxian outing was indeed a Critical hit or a Natural 20?