Dungeons and Dragons. Wrath of Ashardalon Dnd tabletop role-playing game

Ashardalon is a monstrous red dragon that makes its nest in the heart of Firestorm Peak. He oppresses the locals and is merciless towards those who try to oppose him. But despite this, a team of heroes in a new game based on the classic world of Dungeons and Dragons bravely sets out on a journey to defeat evil. Choose a character and join!

If you go on a journey with a friend

Even the most dangerous enemy can be overcome if you have true friends nearby. Fighter, cleric, mage, robber and ranger fearlessly walk through the dungeons, finding ingenious traps, frightening monsters, sudden plot twists and, of course, treasures. Despite the team nature of the game, you shouldn’t forget about self-development: all characters can be upgraded by improving their skills.

Unique plot and many details

Each adventure in this game is unique due to the huge number of combinations of artificial intelligence cards and the Scenario Book, which means that our heroes certainly will not be bored. In addition to the exciting gaming experience, the set also boasts well-crafted components.

All tiles and tokens are printed on thick, smooth cardboard, so they are pleasant to hold in your hands, the illustrations immerse you in the atmosphere, and the figures of the heroes, from the kobold to the dragon itself, are so detailed that you want to look at them separately, or better yet, paint them right away. As always, all this wealth can be used in other games in the Dungeons and Dragons series.

The dungeon contains:

  • 42 figures of heroes and monsters,
  • 40 dungeon tiles,
  • 200 event and treasure cards,
  • 10 status tokens,
  • 33 treasure tokens,
  • 7 monster tokens,
  • 5 healing tokens,
  • Wound tokens
  • 9 battle markers,
  • 10 defense markers,
  • Marker of things,
  • Markers for obstacles, sword barriers, mirages and fireballs,
  • Twenty-sided cube
  • Script book,
  • Rules of the game.






Dungeons and Dragons is the legendary tabletop role-playing game that generations of people and generations of games have grown up with. Before you is its version in the form of a box that combines role-playing classics and the convenience of board games - that is, it does not require a master. Previously, people had to gather in a club or in the kitchen of a skilled game host to immerse themselves in a mysterious world. Now fantasy strategy and a whole story of adventures are available to anyone.

What's around the corner

Brave heroes go to the castle of an ancient vampire, full of dangers, to get glory, treasures and, of course, adventures for their troubles. This is the standard beginning for any game of the D&D system - with one difference: the game master in this board game is replaced by the board itself. The party goal, victory conditions, and mandatory events are determined by the scenario book, and enemy actions are determined by the questions on their cards. The battle takes place on a die: the sum of the points rolled is added to the damage points of the selected attack.

It's getting scary, let's split up

Despite the change in format from role-playing to tabletop, the process cannot be denied vitality. The road literally falls under your feet - the squares of the dungeons are collected as you progress through the game, so that the layout is new every time, which means that treasures, traps and dragons will await the brave ones in the most unexpected places. Players will need both strategic and tactical thinking in order to judge which equipment cards are worth using right now, how an unexpectedly dropped luck card will help a character, what the characteristics of a particular monster threaten the party with, and so on.

Touch the treasure, color the dragon

In the tabletop format, the Dungeons and Dragons system definitely has room to expand. The box, which weighs almost 3 kilograms, contains an entire game world: 41 dungeon tiles, 42 plastic monster figures, 192 tokens, as many as 200 game event cards and much more. All elements are printed on hard cardboard with a special coating to prevent wear and tear, the figures are not painted - but this is rather a plus, as it allows you to customize your set.

Adventurers 12 and older

This board game can be played by both children and adults, and at the same time: rules written in clear language and excellent balancing of the process will allow all participants in the game to enjoy it.

They are waiting for their heroes:

  • 41 colored dungeon squares,
  • 42 plastic figures of heroes and monsters,
  • 9 illustrated hero and villain cards,
  • 200 event, monster and treasure cards,
  • 192 tags and tokens,
  • Twenty-sided cube
  • Script book,
  • Rules of the game.





D&D or Dungeons and Dragons is a great way to kill time or get creative. This is a challenging, deep game with complex rules. And this is how it should be played.

Steps

Learn the Basics

    Buy a rule book. To play D&D, you need to know the rules of the game. If stores don't have the book you need, try searching online. Read the rule book to understand the basic principles of the game.

    • There are different versions and editions, and each has its own rules. So, for example, the 5th edition is the most common these days, and it is this edition that beginners consider the simplest and easiest to understand.
  1. Find out more about playable races. Your character can be not only a human, but also a dwarf (gnome in some editions), elf, halfling, half-elf, half-orc and gnome (dwarf in some editions). The choice of race largely determines the further style of play.

    Find out more about gaming classes. A class is, roughly speaking, a character’s profession, what he does in life. In addition, a class is also a set of specific skills, as well as a specific role if we are talking about a group adventure. It is important that class matches race. The most common classes are warrior, rogue and mage.

    Learn more about the concept of commitment. In general terms, these are your character's moral beliefs and value system. Commitment determines the character's behavior, reactions and decisions in certain cases.

    Find out why you need a cube. You can't play D&D without a die. More precisely, “Dungeons and Dragons” uses not a die, but special gaming dice with a non-standard number of sides. The most commonly used dice are those with 20 and 10 sides (d20 and d10). You can buy them.

    • When playing D&D, dice are rolled all the time when an action is taken! Which die is rolled determines the difficulty of the action: the result of the roll determines how well the action was performed.

Getting ready for the game

  1. Join the game. The easiest and best thing is to join an existing group. It may not seem so easy, but it is also a great way to make new friends. As they say, seek and you will find!

    • You need to contact whoever is running the game and ask permission to join. Play with those you feel comfortable with. D&D is certainly suitable for all age groups, but that's no reason to be uncomfortable.
  2. Organize your own game. Yes, you will have to put in a little effort and at least tell the world that you are going to organize your own game.

    Select DM ( Dungeon Master - Dungeon Master). If you are the one organizing the game, then most likely you will be. The DM should know the rules well, or at least try to know them well. This role requires a bit of preparation, be warned!

    • The DM should have the following books: The Player's Handbook, The Dungeon Master's, and Monster Manual I. These three books enough for a successful game, although, in general, there are many more books on the topic. Many of these books are available in both English and Russian - do an appropriate search on the Internet.
  3. Find a place to play. A table and a few chairs will be enough for you. There should be nothing distracting, such as TV or idle passers-by, where the game will be played. However, in a number of game stores or bars you can still play D&D relatively calmly.

Let's play

    Come to the game. It sounds obvious, but still. It’s difficult to fully enjoy the game when one person doesn’t show up or the other one forgets... When joining a game, you need to be prepared to adapt to its schedule.

  1. Come up with characters. This is exactly what you need to do in the beginning. You can come up with a character either independently or in a group. Creating characters together allows you to make the group more balanced, since you can always discuss any issues. In addition, co-creating a character is also useful for beginners.

    • Everyone should have either a blank character generation sheet or a program like Redblade
    • Read the instructions for creating characters. Please note that the Dungeon Lord should not have his own character.
    • Consider the differences between races and classes and how they complement each other. For example, if you are playing for the first time and want to play as a warrior, then it is better to choose a human or half-orc rather than an elf or halfling. If you are not looking for easy ways, take a monk or any magic class
    • You will create a game character. All other characters in the world are non-player characters (NPCs), controlled by the Dungeon Master.
  2. Start the game. You can start playing immediately after creating characters, or transfer the game directly to the next time. Either way, you can now play.

    • Each player controls his own and only his own character.
    • The DM describes what is around you and what it all looks like.
    • Players make their moves and tell the Dungeon Master what they would like to do. The DM, in turn, answers the questions and says what could be the result of any of the actions.
    • This is what the game is all about.
  3. End of the game. Most games have a time limit, which is determined by how often you play. For example, if you meet once a week, then the game can last, say, four hours. If you gather less frequently, the games may last longer. In any case, the DM monitors the passage of time and can give the matter a pause at the right moment.

    • Most DMs tend to pause at the most interesting point to keep things interesting until the next game.
  • You can always purchase new cards and modules that will help the Dungeon Lord create a new setting.
  • Enjoy the game, it's all about helping people have a good time. Please note that some people become irritated in case of failures - and it is better not to play with such people. Ask the Dungeon Master to remove such players.
  • Don't be afraid to roleplay! Say what your character would say, don't use modern slang.
  • Let one of the players keep something like a “chronicle of the game.” This is not necessary, but it eliminates unnecessary questions and repetitions of what has been covered.
  • The success of any action is determined by rolling the dice. Be prepared for the fact that sometimes the rolls will be on 1.
  • Beginners are better off sticking to classic patterns.
  • Dice for playing D&D come in any number of sides up to 100.

Warnings

  • Role-playing board games are not for everyone. However, that's their problem!
  • Sometimes, when playing with friends, it is difficult to concentrate on the game itself.
  • The depth of roleplay depends on who you are playing with.
  • It's best to have a map.
  • Everyone must play by the rules of the same edition. Otherwise, there is a risk of getting a character that is too powerful or too weak.
  • Don't bring to the game of uninvited guests. Always ask DM permission And owner of the place where the game will be played, and in advance. Spectators are usually just a distraction. Respect others.
  • Wagering is wagering, but it’s not worth replaying.
  • If other players don't play roles, it's okay. Perhaps some of the “magicians” are hindered by religious beliefs. Maybe someone is just too old. Maybe they're just more focused on the gaming aspect. Either way, have fun!

Sorry, but you can’t do without pathos here - that’s the theme. Everyone probably knows what Dungeons & Dragons is. Baldur's Gate, Icewind Dale, Planescape: Torment, Neverwinter Nights, Eye of the Beholder... all these names constantly appear on the pages of gaming magazines, websites and, of course, forums.

During one of the discussions, an idea came up: why not write an encyclopedia of role-playing games on Dungeons & Dragons? Yes, also tell in detail what kind of worlds these are, where the action takes place, and what is special about them. Difficult, of course, but achievable.

And the work began to boil. It took a week just to collect information about everyone released D&D games. There were almost 58 of them - with additions and continuations. Then there was an acquaintance with those of them whom I had not had the opportunity to meet before. Two weeks passed like this. Another week was spent reading reviews and discussing games with seasoned players who ate a small pack of dogs in this case. Finally, the article was ready and sent to the strict judgment of the editor-in-chief. Luck smiled on the material at this stage too - and now you are reading these lines.

Now you can. We present to your attention a complete encyclopedia of games released on all platforms under the Dungeons & Dragons license. With this I say goodbye, but I promise that this is just the beginning. Be sure to look forward to the continuation in the next issues. I promise it will be worthwhile material. See you later!

D&D in Russia

Until recently, it was a common opinion that tabletop Dungeons & Dragons was not played in Russia. Simply because “to do this you need to know English.” Of course, in fact, neither one nor the other is true, and there are about half a million players in the territory of the former USSR, but compared to the tens of millions of Americans or British, yes, not many.

But this state of affairs promises to change soon. A Russian edition should appear in the coming months." Player's books” is the core (and only essential) rulebook for D&D. You will probably have to look for it in the same stores where they sell other board and role-playing games: for example, in Moscow - in “Allegris” on Myasnitskaya.

When this joyful event for all roleplayers does take place, we will, of course, talk about it separately.

Dark Sun

Eternal thirst. Endless deserts. A huge maroon sun. Cities in ruins. A civilization slowly dying out after a catastrophe... Do you think it's Fallout? Not necessary. Dark Sun.

This was once a beautiful land. A planet almost completely covered by seas with small islands inhabited by halflings. 14 thousand years of prosperity have passed. As a result of experiments on the planet, a Brown Tide arose, which began to spread across the ocean, killing all living things. To escape, they built the Tower of the Primordial, using it to pump the energy of the blue sun, and the Brown Tide was destroyed. But nothing happens with impunity. Due to energy loss, the once blue sun has turned yellow.

The water receded and continents appeared. In addition, the power of the Tower of the Primordial also affected living beings, causing mutations. This also affected halflings. Over time, they turned into people, elves, gnomes and other well-known races. This period was called the Renaissance.

Next came the Green Age. Over time, new races evolved and created powerful civilizations. The first priests appeared. But there were never gods on the planet, so the prayers had no real power. There was also no magic, but psionics was developing at full speed. It has reached such heights that it has penetrated into all areas of life. For example, underground tunnels were dug between cities, through which platforms flew, driven by the power of thought.

Everything was fine until Rajat appeared. It was he who managed to discover magic. Having developed witchcraft to perfection, Rajat selected 15 strong psionics from among the people and taught them a new discipline. But even this seemed to him not enough. Driven by the desire to further increase his power, he found the Tower of the Primordial - the same one with which the halflings stopped the Brown Tide - and took energy from the Sun.

Another loss of energy turned the Sun dark burgundy. The seas finally retreated, and the planet became a large desert. But this was only part of the plan. Rajat decided to return to the Blue Age, when the halflings were the rulers of the planet. And the methodical extermination of other races began. Orcs, ogres and many other peoples perished.

When Rajat told the students that the only race on the planet should remain people, they rebelled against the teacher. In a terrible battle, they managed to defeat Rajat, but most of the planet was destroyed.

What was left was divided among the former students. Having built city-states, they began to rule the world very harshly. Poverty, slavery, devastation. The Age of the Sorcerer Kings has arrived. It is at this time that the world of Dark Sun takes place...

The famous author Troy Dennig took on the creation of the world. The first edition was published in 1991. The second appeared in 1995, but it was already written by a whole team of developers. There, the world was worked out in detail and made a time jump ten years forward, when a revolution broke out on the planet. The new edition focuses on events in the region around the city of Tire. The reigning sorcerer king was overthrown, but was replaced by a new tyrant. In addition, there is a dragon in the area, terrifying all living things...

The usual animals have almost disappeared (horses, cows and pigs are absent as a class), but giant insects and lizards have bred in huge numbers. Instead of horses there are ants, wingless birds and lizards, instead of cows there are honey spiders... The subtle plane of elemental energy has become more closely connected with the planet, so elementals are found everywhere. The ruins of cities are overrun by undead, devouring unwary travelers.

The player is offered ten races to choose from. Compared to other D&D worlds, this is a pretty impressive number. Among them there are many interesting ones: for example, bipedal lizards or giant thri-kreen mantises. There are “standard” but completely converted people, elves and gnomes. The halflings remained, but along the way they turned into cannibalistic savages.

Psionics are ubiquitous in the world. Every inhabitant of the planet owns it to one degree or another. There are magicians too, but, to put it mildly, they are not liked - after all, it was because of magic that the world turned into a big desert. There are two schools of magic on Eitas: Defiling and Preserving. Mages of the first school try to get the maximum effect from a spell. With their magic, they suck out the energy from all living things, leaving only scorched earth. Students of the second school, on the contrary, try not to harm the environment. There are, as one would expect, no gods, so priests worship the primeval elements or sorcerer kings elevated to the rank of deities.

Another notable feature of the world: metals have become rare, so finding a steel blade is a great success. Most often, weapons are made from bone, obsidian or hardwood. Even ceramic discs are used as coins.

Water is the main wealth of the planet. There is very little of it left, and roads go from one well to another. However, the water keepers are not happy with unexpected guests, so merchant caravans rarely go out into the desert without well-armed guards. Few people dare to travel alone. Whoever is not devoured by monsters will die of thirst...

As you've probably already realized, Dark Sun is different from classic fantasy worlds. This is a cruel and cynical world. There's never a happy ending. The world is ruled by cruelty. Magic has destroyed the planet, and the local demigods - the sorcerer kings - don't care what happens to others. The inhabitants of the world themselves are more concerned about saving their own skins than saving a dying planet.

Finishing the story about Dark Sun, we cannot fail to mention one important feature. Aesthetics of the world. Look at the cover of any Dark Sun book. Crazy half-naked figures with a spiked devil in their hands, the mere sight of which would make Boris Vallejo (Valejo) sick. Bald thugs in “piecemeal” armor over their bare bellies, armed with bone swords. It is for this special aesthetic that many come to the world of Dar Sun, and for the same reason many run away without looking back.

Dark Sun: Shattered Lands

Yes, it was “new blood”, completely different from previous SSI projects. But most players didn’t like the result. The graphics were far from advanced, and the gameplay was lame on both legs.

But, worst of all, the developers have completely redesigned the Dark Sun universe itself. Instead of a world full of cruelty and cynicism, players saw a rather sugary fairy tale. The atmosphere was ruined almost completely. Familiar landscapes and areas, but the atmosphere of “post-magical apocalypse”, alas, was no longer felt at all.

Dark Sun 2: Wake of the Ravager

Publisher: SSI

Developer: SSI

Year: 1994

Wake of the Ravager was SSI's second attempt to create a game based on Dark Sun, and at the same time to restore its reputation after the unsuccessful Shattered Lands (some may not agree that the first part was a failure, but it certainly did not become a masterpiece of the genre).

The plot, unfortunately, was replete with cliches. The action took place in the besieged city of Tire. First had to fight against the villain known as the Dragon.
Then they realized that the Dragon was not the main problem. This bad man intended to awaken the ancient demon (which was the “main” problem) and destroy the whole world...

The game world has been significantly improved compared to the first part, without leaving aside the graphics. But thanks to a lot of errors and shortcomings, the game has gained a very dubious reputation.

Dark Sun Online: Crimson Sands

Publisher: Pogo.com

Developer: SSI

Year: 1996

Probably only the most seasoned MMORPG veterans will remember that once upon a time, a long time ago, there was an online game based on Dark Sun - Crimson Sands. It appeared a year before Ultima Online and at the same time had many of the advantages of the mentioned project. The game could even have made a breakthrough in the genre, but at that time fate had finally turned its back on SSI.

Crimson Sands used developments from Shattered Lands and Wake of the Ravager, the quality of which is difficult to underestimate. Additionally, only members of the Total Entertainment Network (a gaming network similar to GameSpy Arcade), which later became Pogo.com, could access the game. And finally, the last straw was the weak protection against dishonest tactics. Soon hordes of invincible characters, born in five minutes in hacking programs, were rushing across the deserts of the planet.

The game existed ingloriously for three years and happily collapsed under the weight of errors in 1999. This was the last of the currently known Dark Sun projects. Rest in peace, damn planet!

Spelljammer Realmspace

Do you think that D&D is necessarily fantasy? Not at all. There was even a place in it for the difficult genre called “steampunk”. Spelljammer is one of the most unusual D&D worlds.

Imagine a limitless ocean. The great current of phlogiston moves steadily... It has no beginning or end... The crystal spheres of the worlds swirl in it - with their suns and planets. And one after another intelligent races developed there in order to at some point go traveling into outer space.

The special thing about the world of Spelljammer is that it combines the worlds of D&D. The main action takes place on ships equipped with special magical devices that allow you to travel between the crystal spheres of the worlds. Phlogiston is the substance that fills space. It is the most flammable of all known materials. Many have tried to use it as a weapon, but fortunately it cannot enter the crystal sphere of the world.

The ship is powered by a special device - Spelljammer Device. The wizards give the ship an impulse to move. Further maneuvering falls on the shoulders of the team. Moreover, oars, sails, a steam engine are used for this... and much more - it all depends on who built the ship. Magic is used everywhere during travel, but the priests are out of luck here too - the cosmos does not allow prayers addressed to the gods.

Moving in space, ships carry a sphere of air around them, which is usually enough for the flight. Similar spheres are formed around any object.

Space is fraught with many dangers. Flying sharks feasting on fallen sailors are the most harmless creatures encountered along the way. Here you can find hulking dwarven dreadnoughts, light courier schooners and even the ships of the Jolly Roger brotherhood. The elves especially distinguished themselves - having created a truly incredible space fleet, they can be considered the most powerful race in Spelljammer. Elves maintain contact with almost all their relatives in the crystal worlds and come to the rescue in case of danger.

The neogi became a real curse for travelers. Their huge fleets sail from world to world in search of wealth, slaves and new territories. These are cunning and calculating slave traders. They don’t get into trouble, but they never miss their benefits. They managed to penetrate almost all crystal worlds, bringing a lot of headaches to their inhabitants.

Meeting neogi usually means battle (especially if the balance of power is not in favor of the travelers). The losers are sold into slavery or simply eaten for dinner. Neogs land on planets or asteroids only if they need to build an outpost for further travel. The imperial elven fleet and the Va race are fighting this Spelljammer plague, constantly finding and burning down their havens.

Spelljammer is connected to almost every AD&D world. The only exception is Dark Sun. The most interesting thing is the history of Ravenloft. Space travelers get there in the same way as everyone else - through the damned fog. However, we’ll talk about everything in order, and we’ll still have time to talk about the fog.

Spelljammer: Pirates of Realmspace

Publisher: SSI

Developer: SSI

Year: 1992


Only one game has been released based on the unusual world of Spelljammer. A team of travelers from one of the starships traveled through the Toril system (the planet on which the Forgotten Realms were located). The game was nonlinear, which is a serious novelty for the goldbox series. The player could improve the ship, attack enemy ships and, having killed the crew, get legitimate loot. The gameplay, as usual, suffered from an abundance of errors, which often made it impossible to complete key tasks. Nice try - but, unfortunately, not the most successful.

Al-Qadim

The planet Toril houses four official D&D worlds - Forgotten Realms, Maztica, Kara-Tur... and Al-Qadim. This world is practically not connected with the rest of the continent. Therefore, travelers from FR rarely visit Al-Qadim.

Al-Qadim is based on oriental tales. Imagine a dwarf with a turban on his head, sitting on a camel. Quite an unusual sight.

The peoples inhabiting the world are divided into nomads and sedentary ones. Al-hadar (city dwellers) live in cities, engaged in trade, crafts and sciences. Al-badiyya (which means “Bedouin”) wander through the deserts with herds or caravans. Compared to other worlds, race has relatively little importance to the character. A man is judged by his deeds, not by the color of his skin or the shape of his ears.

Although there are no conflicts between city residents and nomads, they are quite skeptical of each other. Even the poorest al-hadar considers himself more educated than any al-badiy. They have their own homes, have no problems getting food and water, and regularly visit mosques. Al-badiyya, on the contrary, believe that city dwellers are too pampered and, moreover, not free in their homes. Nomads have a peculiar attitude towards religion: let the gods decide who should live and what to do in the open air.

Zacharians honor unwritten rules, foundations and traditions. It is they - and not official laws - that determine the way of life. A character is not considered rich unless he organizes holidays or donates to temples.

Honor is the most important thing for any Zacharian. A man without honor is not a man, and a crime against honor is considered one of the most terrible. Justifiable murder (for example, blood feud), on the contrary, is not condemned. If you offend a person, you can get away with an apology. Anyone caught stealing will be forced to pay a large sum of money, or else lose his hand.

Family is sacred. Men play the main role in the family. If the son marries, the wife moves to the groom's father's house and becomes part of the clan. In case of divorce, he returns to his parents. The larger the family, the more we respect the family.

Family, as you might guess, is also associated with honor. Any member is responsible for the honor of the entire family. Therefore, there are often cases when relatives themselves kill someone who has tarnished family honor.

The traditions of hospitality oblige the Zacharians to accept any guest, including an uninvited one. If a guest has tasted salt from the host’s table, then the latter must protect him until he leaves the house. However, if you stay too long as a guest, you may lose your honor in the eyes of others.

The Zacharians worship deities who are divided into three groups: Wild Gods, Local Gods and Great Gods. The latter are above good and evil. The Zecharians who choose them are obliged to follow the path they represent. A person who does not worship gods at all is considered wicked and unworthy of the afterlife.

The rules of Al-Qadim (as well as the setting, races, etc.) have undergone significant changes compared to the basic ones, which made it possible to distinguish this part of the continent into a separate world.

Al-Qadim: The Genie's Curse

Publisher: SSI

Developer: Cyberlore

Year: 1994

Sometimes developers, in an attempt to attract the widest range of players, significantly “simplify” the game. There's probably nothing wrong with that, but not for D&D. Fans of role-playing games simply won't understand the "humor." They are expecting something completely different. This, in fact, happened with Al-Qadim: The Genie's Curse. Marveling at the success of console games, SSI decided to show the whole world what they were capable of. And as they showed, so they showed...

The rivalry between consoles and computers began a very long time ago (not with the release of Sony PS, as many people think). On consoles, then as now, games are primarily action-oriented. “Serious” role-playing games never existed there, and they weren’t needed. The audiences are different.

Al-Qadim: The Genie's Curse was a kind of response from SSI to the release of the pseudo-role-playing game Zelda for the Nintendo platform. The result was exactly what was expected. The role-playing part was seriously “clipped its wings”, replacing it with a sprint from location to location searching for objects and solving simple puzzles.Thank God, SSI later abandoned such experiments.

Birthright

Have you ever wondered what to do with a magician or warrior who has reached a high level or even become a demigod? Wander through dungeons, mechanically exterminating seedy liches or dragons? Probably not. At the time of the world's release, high-level characters were described in the book DM's Options: High Level Campaigns. But this was not enough.

The world of Birthright is dedicated to kings, nobles and high magicians. The player began the adventure not as a low-level character, but as a hero-ruler. Lord of the kingdom. There is no need to chase goblins to gain experience for the next level. There are more important things to do. For example, deciding the fate of the world.

Let's remember local history... A long time ago, a terrible battle broke out on the planet between the dark god Azrai and the light rulers. To stop the lord of darkness, seven good gods sacrificed themselves and set off a joint explosion.

So the celestials disappeared from the continent. But their strength remained. It got into the blood of ordinary people (and not only people), and soon they began to notice extraordinary abilities in themselves. By giving this power to the earth, they received it back - and became more powerful. Those into whose veins Azrai’s blood entered, on the contrary, began to accumulate energy and multiply, killing other heirs of the gods. The mortal shell turned out to be too fragile for such power, and over time they turned into terrible monsters. They were nicknamed - awnsheghlien, which means “blood of darkness.”

The heirs of the gods became Regents, rulers of many small states. Each of them is endowed with special abilities inherited from the gods. By ruling the kingdom, they increased their strength. It is the legacy of blood and the struggle for the heritage of the gods that are the main elements of the world of Birthright.

The game races are represented by a standard set: dwarves, elves, half-elves, halflings and five human nations. It is not difficult to trace the parallels between the social system of different races and their prototypes in earthly history. Among the elves, dwarves and Anuire, Brechtur, Khinasi (peoples of people) there is a clear Renaissance era. Rjurik (something like Slavs or Varangians) and Orogs (close relatives of Orcs) - high Middle Ages. Vos, goblins and gnolls are the heirs of the Dark Ages.

Birthright: The Gorgon's Alliance

Publisher: Sierra

Developer: Synergistic

Year: 1997

Quite an interesting, but not very popular project. The game was not an RPG, but rather a strategy game with role-playing elements. However, for the world of Birthright this was perhaps the most faithful genre. The player was asked to conquer the throne of the emperor to become the ruler of the world.

First we had to deal with things on the global map. The list of tasks is quite standard: financial management, construction and other operations. When it came to battle, you had to lead the battle, just like in a regular RTS. And finally, adventure mode. A bunch of heroes walked through the dungeons in search of artifacts.

Not a bad set, huh? But the implementation let us down. The strategic part is complex, boring and confusing. Understanding it, let alone playing normally, is a separate task that requires a lot of diligence. The adventure mode, on the contrary, is made too primitive and monotonous. There were also some very strange incidents. For example, all actions were performed simultaneously. When ordered to jump down, everyone jumped together and... landed on each other's shoulders. The result was a natural tower with the leader of the detachment at the very bottom.

Planescape

When creating Planescape, the developers let their imagination fly and created a unique universe. Finding dragons and traveling through dungeons is not here. Here everything is a little trickier.

Our territory is a multiverse. This is the space where all D&D worlds are located, whether they are created by TSR or by the players themselves. With this, TSR actually killed several birds with one stone. Having solved the problem of creating the Universe and explained where the undead and demons come from, she also prepared space for new worlds in advance. There's room for everyone on the Prime Material Plane—an incredible amount of space for players. You can make your own adventure in a completely new place and it will look fine.

Planescape was created by David Cook, chief designer of the second edition of AD&D. The first edition appeared in 1994. Subsequently, more than thirty additional books were published, written by different authors.

The world of Planescape is dedicated to ideas and philosophical debates "about the meaning of the multiverse." And these are not dry academic lectures. Here the view of cosmology is a life path, not an abstract question. Ideas are proven with swords and magic, not with long chatter. This world does not have its own history and geography. Not even the most detailed map can describe the endless and varied expanses of land. Most events repeat over and over again or never stop - for example, like the Blood War.

The multiverse is made up of planes. Each plane is a kind of world with its own physical, magical and moral laws. Some of the plans have several levels. The exact number of plans is unknown, and most likely there are an infinite number of them.

Plans are divided into internal, external and primary.


Internal plans are divided into the basic elemental planes, demiplanes and quasiplanes. There are six main elemental planes. Fire, water, air, earth - they are made of elemental matter, which manifests itself in all other worlds. The planes of positive and negative energy - the first gives life to all living things, the second feeds the undead. In demiplanes, fire, water, air and earth merge with each other (for example, earth + water = ice demiplane). In quasi-planes, the positive and negative planes merge with the four elements - fire, water, air, earth. That is, a three-dimensional structure is used. Three axes: fire-water, earth-air, positive-negative. The main elemental planes are those that have only one characteristic “exposed”, demiplanes - two elements, quasi-planes - an element plus energy.

External plans form a circle, along the edges of which there are cities-portals to other planes. Imagine a huge cake cut into pieces. The whole cake is the external plans. Each piece is a certain external plan. Some of the outer planes are infinite, others have boundaries.

There are 16 external planes in total, plus connecting rings: the outer lands and the astral plane. The Abyss, Acheron, Arborea, Arcadia, Baator, The Beastlands, Bytopia, Carceri, Elysium, Gehenna, The Gray Waste, Limbo, Mechanus, Mount Celestia, Pandemonium, Ysgard... if you're into D&D, you've probably heard it mentioned more than once about them. If the worlds in the primary plane differ mainly in magical, technical and evolutionary development, and the internal planes differ in the essence of matter, then the external planes differ in ethics and worldview. This is what shapes the appearance and laws of a particular plan. Limbo is chaotic and constantly changing, Mount Celestia is peaceful, Abyss is deadly.

The outer planes are divided into three groups (note how often the number three appears; read more about this below). The upper ones are the good planes, the lower ones are the evil planes, and those in the middle are the neutral planes.

Before we finish talking about external plans, here are a couple of examples. For example, Mechanus. It is a set of gears on which castles, cities and states are located. The gears constantly rotate, personifying universal harmony. The inhabitants of this plane are very honest and do everything exactly as told. Even if it leads to death.

Mount Celestia, or Seven Heavens. The plan is a large mountain that consists of seven layers. Law and justice reign in this world. A real paradise in the understanding of paladins. And here Arcadia very similar to her at first glance, but... order for her is still above good, and things are mediocre with personal freedom there.

Limbo- Homeland of the Githzerai and the slaadi. Here nothing can maintain a certain form for more than a moment. Pure chaos.

Between the inner and outer planes is the primary material plane. It is in it that there are countless worlds covered with a crystal sphere (and brave travelers from Spelljammer float on the plane itself). The primary plane is connected with the internal through the etheric plane - and the astral plane separates it from the external.

There are three ways to travel between the inner, outer, and prime material planes.

Ethereal Plane. As already mentioned, it connects the primary material plane with the internal one. However, you can often shorten the path. For example, in the crater of a volcano there is usually an entrance to the fiery plane. The Ethereal Plane is used for more than just travel. It is in it that magicians create pocket worlds with their own rules and laws. It is here that the Lady of Pain keeps the madmen who attacked Sigil in personal prisons.

Astral Plane. It connects the primary material plane with the external one. It is dangerous for residents of the primary material plane to travel through the astral plane - because of connections with their world (remember about the silver threads...). It is better to use portals that immediately transfer you to a specific external plane. The Astral Plane is the homeland of the Githyanki. Their fortresses and ships constantly plow the astral plane.

Outer Lands. They are located at the top of the ring formed by the outer planes (the top of the cake). The outer lands serve as a transit point between the outer planes. Each plan is connected to the adjacent so-called Great Road. Having a map with a gate allows you to travel between the outer planes.

Cities often meet at the gates. Their inhabitants engage in trade with travelers. These are usually peaceful places where you can rest before moving on. But some are as terrible as the plans they lead to.

In the very center of the outer lands, a mountain rises, lost in the clouds. At its summit hung Sigil, the City of Doors. Externally, the city resembles a donut. The buildings are located inside the sphere. From it you could get into any D&D world or vlan. Once you walk through an open door, you can’t be sure where you’ll come out. Dying Dark Sun or blooming Krynn? Or maybe Limbo?

In Sigil you can drink with a demon or talk with an angel. Where else but the City of Doors would humans, elves, tieflings, githzerai, and modrons gather together to go on adventures? Where else can you hire a full ship of Githyanki? In this mysterious and gloomy city, everything is possible. Elementals flying freely through the streets, drow talking peacefully with elves... But this world exists not thanks to the decency of its inhabitants, but thanks to the cruelty of the Lady of Pain. She is responsible for order and protects the city from external invasions.

Philosophy plays an important role in Planescape, because it is faith that can change the world. A thought is more terrible than a steel blade or magic because it affects the multiverse itself. Hence the special role of factions: belonging to one of them is more important than race and class. Of course, you can do without this, but then you will never know your “center of the multiverse.”

For example...

Fraction Athar rejects the very existence of gods - those who are revered as gods by mere mortals. Surely a true god or gods may exist - but such power is beyond comprehension. Representatives Bleak Cabal They believe that there is no point in what is happening. Who said reality has to make sense? Look at the fools running around looking for an answer. But there is no answer because the question is not asked. Just accept whatever happens.

Don't agree with them Doomguard. “Look around,” they say. Everything falls apart and dies. Entropy and decay are what await the multiverse. Nothing lasts forever. Even plans. Trying to fight this is useless and absolutely unnatural.

Another Planescape attraction is Blood War. A senseless war between demons (supporters of evil and chaos) and devils (supporters of ordered evil). It is impossible to say exactly why it started and when. Some claim that the Lady of Pain is involved in this. May be. A war without a beginning. War without end.

A story about the world of Planescape would be incomplete without mentioning the laws of the multiverse.

    Law of Keys— every thing has a key. Once you recognize it, you will master it. The power of knowledge is above all.

    Law of the Ring- nothing ever changes. History comes full circle and returns to the starting point.

    Law of Three- all events occur in the amount of three. If something bad happens twice, it means it will happen a third time.

    Law of the Center- The multiverse has no beginning or end. Anything can be considered a center. The second meaning of the law is that there is no unique thing.

The world of Planescape is unique and inimitable - most players admit this. A sea of ​​rave reviews quite deservedly rained down on the talented creators. But at the same time, most players still prefer “classic” worlds: Planescape turned out to be too difficult. It turned out that reading was interesting, but playing was problematic. Complete oblivion, of course, does not threaten him: after all, it is Planescape that explains the structure of the Universe. But the development of the world was by no means as intense as expected.

Planescape: Torment

Publisher: Interplay

Developer: Black Isle Studios

Year: 1999

Torment is perhaps one of the most underrated games in history, and not just among RPGs. In essence, it is closer to board games than anything else. The combat part, unlike most RPGs, is far from the main one - the plot, dialogues and the game world itself are at the forefront.

The dialogues deserve special attention. In addition, a technique that is usually used in board games was used: each character is described in detail in the text. His appearance, behavioral characteristics - if you have ever played tabletop D&D, you will immediately understand what we are talking about.

The game took place in Sigil (the same City of Doors). The plot began with a classic device: the hero wakes up in a morgue, not remembering who he is or what he is doing here. As he traveled, he met old acquaintances whom he had once loved, hated, or killed. The past was intricately intertwined with the present. Often, a once best friend, later betrayed and killed by the Nameless One, became a comrade again. There wasn't even a main enemy. There was a specific goal... but can you really call your soul an enemy?

And all this was imbued with the spirit of the Planescape world. Philosophical conversations with representatives of factions, the already described laws of the Three, the Key, the Ring and the Center. This game is a living classic, worthy to stand on the same level as such masterpieces as Baldur's Gate.

Greyhawk

This world slipped out from under the light hand of Gary Gygax, one of the two authors of the first edition of Dungeons & Dragons in 1973. The first sketches of Greyhawk appeared already in 1976 - then a small book dedicated to the world was published. Then, at the behest of fate and TSR managers, the universe began to be promoted to the market. In 1980, a full-fledged manual appeared with detailed descriptions and maps.

Greyhawk enjoyed wild success - and in 1988 a new edition appeared, adapted to the rules of the second edition. Almost everything has changed: the world map, history and characters. Finally, in 2000, Greyhawk became the base world of the third edition of D&D, and all the rules are set out in its example: the pantheon of gods, spells, races...

What is the world of Greyhawk like? It was created in the image of the Middle Ages of the 12th-14th centuries. The great empire collapsed, and many small kingdoms took its place. Chaos reigns almost everywhere. Knightly orders dictate conditions to states and interfere in political life.

Magic is practiced everywhere. But it is not she and not steel swords that determine development. The main role is played by diplomacy, economics and developed spy networks. Legendary heroes appear regularly in the chronicles, although they are not as important as in other D&D worlds. History is created by itself, led by the mistress Fate.

As for the story, it is painfully familiar. The once mighty empires - Suel and Bakluni - perished in the fire of war. The terrible spells died down, and instead of fertile lands, deserts and lifeless steppes appeared.

People who survived the horror of war began to explore new lands, forming the Great Kingdom. He was given 250 years of prosperity. Then came a time of troubles. The Great Kingdom weakened and lost most of the lands that once belonged to it, splitting into small duchies and counties.

In the west lies the state of Keoland, surrounded by smaller territorial units that enjoy constant support from a strong neighbor. Unlike the Great Kingdom, it was not disturbed by civil war, and the state fully retained its former strength.

In 582, the Greyhawk Wars begin and the entire continent is engulfed in flames of war. Ancient states are disappearing from the face of the earth, borders are constantly changing. In the north, armies of orcs and demons expand the domain of the Iuz Empire. In the west, cities are disappearing under the onslaught of invasions. In the east the Great Kingdom is still dying. The Scarlet Brothers are not asleep, elevating puppet rulers to the thrones of states.

Two years later, the forces of the states are depleted, and no one (except the Yuza Empire) is able to continue the war. A peace treaty is signed in the city of Greyhawk. But this is only a temporary respite. War soon breaks out again, although not with such force. The year 591 comes. The states are still dividing borders, the North is threatening a new invasion of armies... But a precarious balance has been established. This is the difficult world the player has to live in.

As I mentioned, Greyhawk became the base world of third edition D&D. Therefore, the races are as standard as possible: these are orcs, kobolds, dwarves, elves, humans, etc. Some of them clearly belong to the “good” or “evil” camp, but they are dominated by people who, as usual, cannot make their choice.

It is from this world that the famous lich Vecna ​​comes. He was once a simple magician, but then he became interested in dark magic, quarreled with everyone and went to the tower, where he made himself a wight, raised an army of the dead and organized a cult in order to subsequently achieve the status of a god.

Of the other organizations, of which there are a great many in Greyhawk, attention is drawn to the famous Scarlet Brotherhood, which worships the dead god Tharizdun. Members of the Brotherhood believe that with his arrival the end of the world will come. Until this happens, they are raising the dead on an industrial scale (the undead dragon is their job). However, one should not consider them crazy fanatics. They skillfully use diplomacy and play a significant role in political games.

By the way, another interesting fact. You may remember the spells Mordernkainen's Faithful Hound, Mordenkainen's Lucubration, Mordenkainen's Magnificent Mansion, Mordenkainen's Sword, Mordenkainen's Disjunction. They were named after the famous wizard - the head of the Circle of Eight. It was he who first described the cosmology of Planescape and personally witnessed the Blood War (which is rumored to have caused him to lose his mind) The Circle of Eight was created from among powerful magicians to maintain balance on the continent.

The Troika never had any hack work. The in-depth tactics disguised as role-playing was complete in the original game. To the point where it was possible to use the description of the original script as a walkthrough. I don't remember another time when a "paper" script was so accurately reproduced in a game. And, despite the simplicity of the plot, the game turned out to be very exciting. In addition, Temple of Elemental Evil is the first game to implement the updated D&D rules - edition 3.5.

However, the game sold sluggishly. 128 thousand copies brought the company no more than 5.2 million dollars. What is the reason? Perhaps it’s because 2003 has long been shining on the calendars, and no one was surprised by the classic hack & slash. By that time, Baldur's Gate had already been released, Neverwinter Nights appeared with a lot of original scenarios, so the player could no longer be lured away by the usual cutting of monsters.

Ravenloft

Who is the scariest monster in games? The Dragon? Lich? Who?! Daemon? Give it up. They are walking experiences and temporary trophy holders. There is no beast more terrible than a player who decides to get the next level. He will desperately rush at the red dragon. He will spit on a flock of illithids. And he won’t be too lazy to dig up the grave of a bored lich. Does this sound familiar to you? Then it's time to get acquainted with the world of Ravenloft.

The description of the world began with Count Strahd von Zarovich, the book “I, Strahd” and the first official Ravenloft module with his participation. The story is so reminiscent of Bram Stoker’s novel “Count Dracula” that sometimes it seems as if the most famous vampire is about to wave his hand from around the nearest corner.

Count Strahd was once a talented commander and skillful leader. He didn’t particularly torture the peasants, he beat his enemies and kept order. But one day he managed to fall madly in love with the beautiful girl Tatyana, who loved his brother Sergei.

Wanting to win his beloved, Strahd began to study dark magic. One night, Death appeared to him and told him that in order to gain immortality (and he, too, surrendered to some demon), he needed to kill a faithful person. The count won the duel, but was seriously wounded. Again, on the advice of Death, he drank the blood of his defeated rival and turned into a vampire.

Already in a new guise, he finished off his brother. Tatyana, having learned about the death of her lover, decided to commit suicide. Due to the rebellion that broke out in the castle, Strahd did not have time to stop the girl - and, completely brutalized with grief, carried out a brutal massacre on his lands. Since then, the lands of the county have been shrouded in an eternal fog, preventing anyone from leaving their possessions. But even this was not enough for fate. From time to time Strahd meets a girl similar to Tatiana, and each time she dies before his eyes. This repeats itself forever.

Strahd's story is just an example. One of many. Ravenloft is a global nightmare that awaits everyone. So how does the world work? It consists of domains ruled by lords. They were not originally residents of Ravenloft, but were brought to this strange world for their misdeeds. Ordinary scoundrels are not suitable for such a role. It is necessary to create something so disgusting to seriously attract the attention of the Dark Forces.

When this happens, changes happen to the average person. He's getting stronger. If you manage to stop and think, there is a chance to avoid a sad fate. And if not, over time the person turns more and more into a monster and finally ends up in Ravenloft.

If the crime is truly heinous, the character may become Lord of the Domain. Each ruler can close the borders of his domain without letting anyone out. On his territory he is endowed with limitless power. Simply put, there he is equal to God. But it is also a personal hell.

The world of Ravenloft is not a planet, but pieces of the world, torn out of their reality and transferred to the demiplane of Horror. Domains are a kind of prisons in which the guilty serve their sentences. And at the same time, this is a chance to atone for sins. Through torment and pain, cleanse the soul and return back as a person, not a monster. But, alas, no one has yet been able to take advantage of such an opportunity.

The domain is inhabited by ordinary peasants, who usually do not even suspect what has happened. A cow died from a strange disease, the undead appeared - but it happens. The player enters the domain completely suddenly (this is the basic rule of the world: the protagonists are always from outside Ravenloft). He walked along the road and came out somewhere unknown. Or he spent the night in a hut and woke up in another place.

There's no room in Ravenloft for fighting dozens of zombies. The master must skillfully frighten the player. Moreover, doing this is not as difficult as it seems. In tabletop role-playing games, you cannot save, so the dangers that threaten the character are already taken much more seriously. That is why the aura of fear that reigns in the world is perceived as if by itself.

Fear also plays another role. The GM may require the player to roll fear, terror, or madness checks. They determine the character's reaction to some event. If the check fails, the character may become mentally damaged, lose consciousness, or even die.

Magic works in Ravenloft, but in a slightly different way. Some spells don't work at all. Others work much weaker. The part produces results stronger than expected - but attracts the attention of dark forces. The priest's prayers may or may not work. Or even more interesting: someone will respond to the call, but not the one who was called to.

One of the iconic characters in Ravenloft is Dr. Rudolf van Richten. A vampire once killed his wife and turned his only offspring into the same creature. The son returned to his father and asked to take his life, not wanting to be a vampire. After this, van Richten quit his medical practice and became a monster hunter.

The Doctor often helps travelers who find themselves in the world of Ravenloft. Under his authorship, world developers publish manuals on fighting monsters, which tell about the fiends of darkness and how to kill them.

The main goal in Ravenloft is to get out of this world alive. This is not another trip for experience, but a journey into the other world. Don't care about treasures and fame! The main thing is to survive! You can't win here. You can only survive. How to leave the demiplane of Terror, no one can say. It all depends on the character... he probably didn't get here by accident...

Ravenloft: Strahd's Possession

Publisher: SSI

Developer: SSI

Year: 1994

After the modest success of Dark Sun, the developers decided to try their luck again. And they succeeded. Players were asked to visit Count Strahd's domain and try to get out of there alive. Instead of the usual top and side views, the characters moved in three-dimensional space with a first-person view.

The battle was performed quite simply. Find the enemy and click on him with the mouse. At the same time, the battles, which is pleasing, did not degenerate into arcade battles. The storyline and atmosphere remained a special highlight. The demiurges from SSI managed to create an interesting, mystical story while maintaining the atmosphere of the world. It was a great game. The return of SSI has taken place.

Ravenloft II: Stone Prophet

Publisher: SSI

Developer: DreamForge

Year: 1995

Despite the number “two” in the title of the game, it was not a full-fledged sequel. Instead of the domain of Count Strahd, the action moved to the desert, from where it smelled of an ancient Egyptian scent. The plot, again, was executed perfectly. Mysticism and fear stood guard, never missing a chance to remind the player of themselves.

Combat has become simpler, making the game easier and more fun. New classes have appeared, such as the dead paladin and the werewolf. Ravenloft II: Stone Prophet was received equally warmly by players and critics. No, not a masterpiece - but very good.

D&D and console games

Slayer

Publisher: SSI

Developer: Lion

Year: 1995

A cheap knockoff of D&D, released for the outgoing 3DO console. The game is an almost complete copy of Dungeon Hack from Dreamforge. Randomly generated dungeons, monsters and treasures plus random destruction of everything that still moves.

Tower of Doom

Publisher: Capcom

Developer: Capcom

Year: 1994

Tower of Doom is nothing more than just a fun arcade game. You chose one of four characters - a fighter, a dwarf, a priest or an elf - and began to run around the level (which is typical - it was viewed from the side, a classic side-scrolling arcade game), destroying monsters familiar from the pages of the Monster Manual. The battles themselves, despite their primitiveness, were quite exciting. After overcoming 7 levels and beating the main monster, you learned that there was an even more terrible villain. Wow! So, we should have waited for the continuation. And it appeared...

Shadows Over Mystara

Publisher: Capcom

Developer: Capcom

Year: 1996

In 1996. Instead of four characters, six became available. Combinations of strikes appeared, graphics underwent innovations. The game has become much longer, more secret places and treasures have been added. But Shadows Over Mystara remained the same side-scrolling arcade game.

Baldur's Gate: Dark Alliance

Publisher: Interplay

Developer: Snowblind/Black Isle Studios

Year: 2001

The famous company Interplay decided to squeeze the last juice out of the big name Baldur's Gate by releasing a good action movie based on it. The action took place in the same city as in the computer role-playing game, but that's where the similarities ended. You couldn't create your own character, the story was boring, and the gameplay was monotonous and linear. Nevertheless, the console owners were happy. The game never appeared on the PC. Which, however, did not become a reason for national mourning.

After some time, a sequel was released, but in fact it either did not introduce or convey anything new to the game. Except that there was a co-op game for four players at the same time.

Eye of the Beholder

Publisher: Atari

Developer: Pronto

Year: 2002


Interesting project. Atari decided to shake things up and released the once popular Eye of the Beholder on the GBA. When transferring the game to the console, the gameplay suffered somewhat. However, not so much as to give up - so, the third group of disability, no more. The rules used were D&D 3rd edition. The game attracted the attention of players who had seen the original, but others passed by indifferently.

DragonLance

The history of the origin of the world of DragonLance is very unusual in itself. In 1981, Tracy Hickman sent two test scripts to TSR and, along with a fee, immediately received a new job. A little later, he meets Margaret Weiss - and now they are already writing the first trilogy (the legendary “Saga of the Spear”) using a tabletop script, which is published in 1984.

This is interesting: There is a known legend that the trilogy “Dragons of Autumn Twilight / Winter Night / Spring Dawn” was made directly based on the actual passage of these scenarios. Moreover, the players playing the roles of Tanis and Kitiara quarreled before the game, and Kitiara did not come to the module. Those who remember how “Dragons of Autumn Twilight” begins will appreciate this story!

The novels are wildly popular, and soon many new scripts begin to be written based on the adventures of the book characters. Then they take the description of the world seriously, and soon a new universe appears under the D&D brand. Now only maniacs can probably count how many scripts have been released.

Everything was wonderful. But after the book “The Gemini Trilogy” was written, the world of Krynn comes to a dead end. What else should I write? The scenarios based on the novels are described inside and out. Wandering in the dark begins. Some authors turned their gaze to the past. Others described the fates of the heroes' descendants. Neighboring continents, parallel dimensions and even the famous three moons - the heroes were thrown everywhere. All this was wonderful, the game mechanics and the history of the world were significantly expanded... but it was somehow forced. Krynn was slowly becoming obsolete. The whole world revolved around the adventures of the main characters: any book or script continues or develops the “Saga”, and at some point there was simply nothing left to write about...

The crisis came in the mid-90s, when TSR decided that it was enough to tinker with DragonLance. Interest in the world gradually disappeared. But this was not the end. It was much worse. Books on the Fifth Age saw the light... Fans continued to feed the dead universe for some time, but this only delayed oblivion. In 2003, Wizard of the Coast released the d20-compatible DragonLance Campaign Setting, a pathetic mockery of its former greatness...

However, enough about the sad things. Let's remember how the world of DragonLance differed from other D&D worlds. Let's start with history. More than 350 years have passed since the moment described in the book. A great disaster occurred on Krynn. The gods, angry with people, caused a cataclysm (then the empire of Ishtar was destroyed and part of the continent went under water), and then disappeared from prying eyes. Many begin to think that they have left this world altogether.

For three hundred and fifty years people live without much incident. But then the creators return to earth, and the world begins to change....

What about the races inhabiting the planet? In addition to the classic ones - people, dwarfs and elves (but, by the way, there are no halflings and orcs) - there are many original ones. Take, for example, a local landmark - the kender. Outwardly, they look like halflings, only, unlike distant relatives, they do not like to sit in holes, but like to travel and “borrow” everything that is in bad shape. They have no concept of “private property”, and the instinct of self-preservation is completely supplanted by curiosity. In essence, these are such “non-adulting children”; and in all of D&D, this is probably the best race for child players.

And there are also minotaurs - excellent sailors and magicians. And, of course, Irda is a wise and beautiful species of ogres (!), heirs of the gods and former rulers of the world.

Among other creatures, it is worth noting the local dragons. There are many of them on Krynn - white, black, red, gold, silver... Colored ones serve the evil goddess Takhisis, metallic ones serve the good god Paladine. They are the ones who help the celestials in battles on earth.

The distant descendants of dragons - the draconians - appeared thanks to magic. A priest who worships the goddess of evil and a red dragon have stolen the eggs of metallic dragons to use magic to breed a new race. Draconids come in many different varieties, united only in serving the dark goddess.

The dwarfs deserve special mention - a walking comedy. They speak so quickly that it is often unclear what they wanted to say. Greetings-travelers-be-guests-in-my-house—that’s roughly what the dwarf’s speech sounds like. They are restless, annoying and very funny. And they also like to weave three boxes.

Dwarves have a passion for inventing. They believe that mechanisms require the passionate faith of a craftsman. Each invention can be improved ad infinitum. Even if some part of the device works perfectly, it still needs to be improved. What if it breaks? Therefore, they constantly unnecessarily complicate the mechanisms: “And this button must be pressed, if the third warning whistle does not work that the lever on the second floor is jammed, then the spare hinge will work...” Because of this, terrible disasters often happen... but simplicity is, after all, for simpletons. For a long time they created unimaginable lighting devices... simply because they did not know the invention called “window”.

There are three magical schools on Krynn. White robes are light magicians, red ones are balance magicians, black ones are evil ones. They draw their power from the three moons, which are ruled by two gods and one goddess. Solinari is the white moon, Lunitari is red, Nuitari is black.

The power of magic depends not only on the magician, but also on the position of the moon in the sky. Mages do not initially choose the color of their robe. First, they undergo general training, and become servants of one of the forces after the Test.

Of Krynn's memorable villains, it's worth honoring the dead knight, Lord Soth. He was once an example of an ideal paladin - his heart and soul were pure. But after marriage it turned out that his wife was infertile. This meant the end of the race, and Soth gradually lost interest in his wife. To avoid seeing her, he began to rarely visit the castle, preferring to travel around the country.

During one of his trips, he saved the beautiful girl Isolde and took her to his castle, where they became lovers. Soon the lord's wife died of illness, and Soth made young Isolde his wife. After some time, she became pregnant and gave birth to a son. The Solamnic knights, having learned about the violation of marriage vows, angrily besieged the castle of Lord Soth, demanding to hand over the criminal. The siege was unsuccessful...

Repenting of his sin, Lord Soth appealed to the gods asking for forgiveness. The gods had mercy, and the knight had a vision that Krynn was facing a catastrophe and only he could stop the cataclysm by sacrificing his life. Inspired by the idea, he hit the road. On the way, he met elves, Isolde’s friends, who never forgave themselves for not being able to protect the girl from Soth’s seductions. To destroy their marriage, they denigrated his wife by convincing the knight that she was cheating with another man.

Enraged, Soth returned to the castle to punish his wife. But at that moment the cataclysm began. A fire broke out in the castle, and Isolde, dying in the fire, begged her husband to save the child. But Soth turned away in anger. Then Isolde cursed him, dooming him to eternal life in the guise of a wight.

The fire ate the knight's armor and his castle, turning them black. Lord Soth is doomed to forever torment his soul, without knowing peace and forgiveness... He is surrounded by thirteen skeletal warriors - knights who remained faithful to their master until the very end. The elves who have become ghosts for committing a sin are circling around the throne. Now it's a walking horror. Meeting him almost always means death. As a result, Soth ended up in the world of Ravenloft and became the master of the domain.

Heroes of the Lance

Publisher: SSI

Developer: U.S. Gold

Year: 1988

In addition to the goldbox series, SSI launched the so-called silverbox series (of course, these are all unofficial names). The game "Heroes of the Spear" was the first sign. It's a stretch to call it a role-playing game. In essence, it was an ordinary scroller arcade game. The player controlled eight heroes from the novel “The Saga of the Spear,” who together exterminated monsters.

And, as in any arcade of those times, it was impossible to save. Now they grunt in surprise at this, but then this was considered the norm...

There was no revolution; but sales were decent enough, and a sequel was released a year later.

Dragons of Flame

Publisher: SSI

Developer: U.S. Gold

Year: 1989

The game was not far removed from its ancestor “Heroes of the Lance” and was also a typical scroller arcade game. Only this time, in the form of nameless heroes, they had to scour the Pax Tharkas dungeon in search of the dark priest Verminaard, and red dragons were used up. It's that simple - just a couple of mouse clicks. The number of heroes increased to ten, but this did not change the essence - a primitive hack-`n-slash. Another one-day car from 1989.

War of the Lance

Publisher: SSI

Developer: SSI

Year: 1989

Your task was to conquer the whole world, playing as both the “good” and the “bad”. Nothing less. The game was divided into two modes: strategic and adventure. The first resembled a classic “wargame” with all the attributes: there is a large map, on which you can move troops, start battles, capture enemy territories and fight for key points. However, the matter was not limited to one war - diplomacy was also at its best.
It was possible to form alliances, threaten neighbors, bribe former enemies... The second mode allowed the heroes to travel through the lands of Krynn alone. Sometimes this was required to find various artifacts. For example, without the famous spear it is almost impossible to defeat dragons.

DragonStrike

Publisher: SSI

Developer: Westwood

Year: 1990

The game turned out to be so original and exciting that it fully deserved its place in the pantheon of fame, despite the complete absence of role-playing elements. You, as a Solamnic knight, flew on a big good dragon and killed evil dragons. In fact, SSI released the first dragon flight simulator (now the domestic “Eye of the Dragon” has appeared, and in some places, say, in Lineage 2, you can ride this charming creature).

Air battles, despite the apparent simplicity of control, were quite complex and required not only a good reaction, but also competent planning. This was especially felt at the last levels.

The very freshness of the idea of ​​a dragon simulator, as well as the graphics that were modern at that time, made the game very bright and memorable.

DragonLance Vol. 1: Champions of Krynn

Publisher: SSI

Developer: U.S. Gold

Year: 1990

Champions of Krynn is a classic role-playing game from the goldbox series. A group of characters, turn-based battles, familiar places and events, albeit faintly, were recognizable. These are dragons, Raistlin is nearby, and Tanis must be somewhere else.

The game turned out to be quite long. It was necessary to rescue one of the heroes of DragonLance and return the stolen dragon eggs, which Takhisis’s minions wanted to use to create draconians. Battles have become faster, and individual battles have appeared for characters of a certain class. There were also differences in the choice of race and in the characteristics of magic. But, in fairness, this was explained more by the specifics of the world of Krynn, and not by the special talents of the developers.

Shadow Sorcerer

Publisher: SSI

Developer: U.S. Gold

Year: 1991

Despite the fact that the plot was a direct continuation of Dragons of Flame, it was difficult to understand what genre the game belonged to. Having freed the slaves (this ended the game), you were asked to lead them to the city of the gnomes.

First, we had to plot the route to the city on the global map. Then discuss it with the leaders of the freed prisoners. They often proposed their own path, which involved many ambushes and battles. When a clash occurred, the game switched to combat mode - and you had to control the entire party at once in real time. The characters got confused in three pines, refused to follow orders and made life difficult in every possible way.

Hand on heart, it's complete rubbish.

DragonLance Vol. 2: Death Knights of Krynn

Publisher: SSI

Developer: SSI

Year: 1991

Continuation of the game “Champions of Krynn”. Unlike the first part, Death Knights of Krynn is more closely related to the novels by Tracy Hickman and Margaret Weiss. The maximum character level was limited to 14, which made it possible to add battles with more powerful creatures.

The plot revolved around Lord Soth and the fight against his army of the dead. The player's duty was to exterminate hordes of undead. In addition to the undead, humans and dragons were encountered as opponents. In general, except for the plot and location, nothing has changed.

DragonLance Vol. 3: The Dark Queen of Krynn

Publisher: SSI

Developer: SSI

Year: 1992

The latest game in the DragonLance guide series. The player was invited to measure his strength against Takhisis herself and take part in saving the world. The heroes of the novel constantly ran here and there. You had to visit almost all the famous places of Krynn and kill most of the famous monsters. The players were delighted.

Constantly flashing sights led to the fact that the player was not allowed to explore the world normally. Have you visited the city of elves? We immediately set off to liberate Raistlin. However, there were no specific complaints.

And there were complaints, funny as it may seem, about a large number of bugs. To advance further, I often had to restart the game. The characters sometimes froze, like pillars. And so on. This spoiled the overall impression, but overall the project can be considered successful.


Illegitimate children

Warriors of the Eternal Sun

Publisher: SSI

Developer: Westwood Studios

Year: 1992

The game took place in an unnamed world, very similar in appearance to Dark Sun. Although the influence of jRPG and echoes of DragonLance were felt. In general, where we had to wander is a mystery shrouded in darkness. The player controlled four characters and spent most of the time destroying enemies.

At the same time, the game was simply poorly thought out. Everywhere you look, you come across a lot of bad decisions. For example, how do you like this - you can’t save while clearing dungeons. Fabulous. I had to run through empty corridors for hours to get outside and finally record the game. A fairly good project, but there was nothing unusual or memorable about it.

Stronghold

Publisher: SSI

Developer: Stormfront Studios

Year: 1993

Amazing game. Even though she needed a D&D license like a seagull needed a parachute, there was nothing wrong with that. The gameplay was reminiscent - you'll laugh - of SimCity. You need to build different buildings that bring resources, hire heroes and send them to other cities or monsters (and they also say that indirect control first appeared in Majesty...). Very good, really.

Fantasy Empires

Publisher: SSI

Developer: Silicon Knights

Year: 1993

Another strategy tied to the D&D license mostly to get attention. The game was very reminiscent of the famous Cyber ​​Empires. The player had a small army and one province at his disposal. The winner was the one who conquered the whole world. It was possible to send heroes to complete quests and search for treasures that could influence the course of the war. Overall, a wonderful game that was later unfairly forgotten.

Dungeon Hack

Publisher: SSI

Developer: Dreamforge

Year: 1993

Regular monster slashing with D&D hot sauce. You've created a character - go to the dungeon, otherwise your sword has probably become dull... Hack-n-Slash without any third-party impurities. The dungeons were created by a generator, which added a bonus dose of nonsense to the process. The graphics engine used was the same as Eye of the Beholder. First person view, only without a command.

Deathkeep

Publisher: SSI

Developer: Lion

Year: 1995

SSI gave the go-ahead for the production of a Doom clone based on D&D, apparently during a period of mass insanity among management and the workforce. I warn you right away - there will be a lot of words “terrible”. So... Terrible graphics, terrible story, terrible dungeons, terrible controls. You couldn't even create your own horror character—the choices were limited to warrior, mage, or a hybrid of the two. By the way, this is the last game from SSI. A great start and... a terribly shameful finish.

Blood & Magic

Publisher: Interplay

Developer: Tachyon Studios

Year: 1996

In 1996, TSR was going through difficult times. Money, apparently, was needed urgently and in considerable quantities, so licenses to create D&D games were issued left and right. And it doesn’t matter what they do next with them, even Tetris. And now Interplay got its hands on the coveted license. The company, after thinking a little, released a D&D clone of the popular WarCraft 2. As one might expect, nothing good happened.

The game was tedious and brutally boring, so even the license couldn’t save it from failure. But this failure did not happen with a crash and roar, but rather with a wet, quiet squelch.

Iron & Blood: Warriors of Ravenloft

Publisher: Acclaim

Developer: Take 2

Year: 1996

Everyone has hard times. But not to such an extent as to distribute licenses across the D&D worlds to just anyone. The gothic world of horror, turned into ordinary fighting, is worse than a porn film based on the program “Good night, kids.” However, in 1996, the Take 2 company was honored with a similar “feat”.

Clumsy graphics, terrible controls, terrible animation... I could go on and on. There was not a single advantage in the game. The game ended with a fight with Count Strahd. Are you assessing the scale? In the trash can - and out of memory forever.

Dragon Dice

Publisher: Interplay

Developer: Take 2

Year: 1997

But we also want money, TSR thought after looking at the success of Magic: The Gathering from Wizards of the Coast. Their released Dragon Dice won the 1995 Game of the Year title. Moreover, it is still alive to this day... And to consolidate its success, a computer version of the board game was added to the assortment.

The computer game, unlike the board game, was not particularly successful.

Forgotten Realms: Demon Stone

Publisher: Atari

Developer: Stormfront Studios

Year: 2005

It will probably always be like this. Arcades with the abbreviation D&D will enter the market, critics will scold them, fans of role-playing games will spit on them, and some ephemeral “casual players” will constantly buy them, thereby paying for production and ensuring profit. So there are three heroes. Mage, thief and fighter. There is a bad monster. The D&D license is featured in the beautiful logo and spell names. All.

Don't get me wrong - the game was not bad. A nice arcade game, although without any special frills. But using one of the most developed and popular D&D worlds to simply entice buyers... is kind of petty. But the trick worked. The game sold well, recouped its production costs and even brought in some profit.

Forgotten Realms

The most popular among the worlds created under the D&D brand was and remains Forgotten Realms. So many people worked on its creation that the detail of the game world is practically unparalleled. Why is it so popular? Let's find out now.

The Forgotten Realms began life as amateur scripts by Ed Greenwood, who couldn't get enough of the existing worlds. Therefore, his heroes regularly set off on journeys through forgotten lands in search of adventure. The author approached this matter with all seriousness, and the places to be visited were supplied with maps, and the world itself - with history and heroes.

Therefore, it is not surprising that at one gathering of role-playing fans, TSR representatives tore off the Forgotten Realms with their hands. What attracted them to this world? There are several reasons for this. There are no large empires, and there is simply nothing to spark a war that could engulf the continent. City-states, even city-villages, plus small kingdoms and republics. Conflicts? Yes, I have. Battles between kingdoms vying for the same village, which changes hands dozens of times, are commonplace. There is no place for hundreds of thousands of fighters here. And where can we get so many of them? Sometimes one dragon can end an entire kingdom.

This world is ideal for small parties of travelers. Small countries solve problems with small forces. For example, a group of wandering travelers. Larger countries... also a group of travelers, but at a higher level. There is something for everyone.

Secondly, there was a place for everything here. Any state easily fit into the world of Forgotten Realms. Analogs of Ancient Rus', Egypt, and Scandinavia easily coexist side by side. With each new edition, Forgotten Realms became more and more diverse. They even specially left blank spots on the map for the masters so that they could add their state and city.

In other words, Forgotten Realms is a universal world in which many cultures and eras are mixed. The only drawback is a decent amount of typical fantasy templates. But the level of elaboration is amazing. In some cities, every house and most of its inhabitants are painted, although, of course, this does not apply to cities with a population of one hundred thousand.

When it comes to religion, the inhabitants of the Forgotten Realms are luckier than anyone else (or unlucky, depending on how you look at it). There are not just many gods, there are Very a lot of. There is a general pantheon of gods, and there are also racial gods: for elves, people (different for different nationalities), drow, orcs...

Sometimes the gods come down to earth and interfere in the affairs of people. During one of these showdowns (which was called the Time of Troubles), when the gods staged a grand battle, the number of celestials decreased sharply. It was then that Baal died, because of whose legacy all the fuss is happening in both parts of Baldur's Gate. However, local apocalypses happen here regularly, and people have already gotten used to them. Well, if someone kills someone, they will disappear There are a couple of cities on the map, but life goes on!

A special place in the Forgotten Realms is occupied by the abode of the drow and other underground creatures - the vast Underdark dungeons. They spread across the entire continent and were loved by travelers seeking a glorious death...

The world of Forgotten Realms is also very rich in organizations and famous heroes. You may have heard of them. For example, red wizards. They methodically prepare themselves for world domination, sending agents wherever possible. Or, for example, harpers are kind, but not moderately fair. A semi-secret organization, necessary to sometimes bring down the arrogance of an arrogant high-level hero. It was with them that I had to clash in Baldur's Gate 2.

Followers of the Zhentarim resemble harpers, only with radically opposing views. They recruit goblins, capture cities and impose direct rule on them, engage in the slave trade, and at the same time destroy cult fanatics. The leader of this organization is interesting: Lord Manush constantly dies from the next conspiracy, but soon his clone again takes the chairman’s chair.

Seven Sisters is a women’s “interest circle.” Each of the girls carries a piece of Mystra, the goddess of magic. She makes sure that magic works properly in the world, and the Seven Sisters help her with this. Chosen Mystras (there are enough of them, take Elminster or Khelben Arunsun) can use magic in its pure form and absorb other people's spells.

There is also no shortage of heroes. Good old Elminster is a local Gandalf. In difficult times, he will always come to the aid of travelers - if not with action, then with advice. A highly respected person at level 29. Mage Khelben Arunsun. The unofficial ruler of Waterdeep and the husband of one of the Sisters.

And, of course, everyone’s beloved/hated (underline as appropriate) Drizzt Do Urden. A dark elf drow who renounced the heritage of his people and went up to live in peace and help people. Dual sabers and a black panther are his “calling card” in games.

Hillsfar

Publisher: SSI

Developer: Westwood Studios

Year: 1989

The game is significant in that it was the first project of the then unknown Westwood Studios. You, as an adventurer, have arrived in the city of Hillsfar in search of fame and fortune. In terms of gameplay, the game was a set of mini-games. Shoot with a bow, fight in the arena, ride horses. It was quite funny at first, but lost interest very quickly.

Pool of Radiance

Publisher: SSI

Developer: SSI

Year: 1988

Pool of Radiance marked the beginning of the famous goldbox series. For its time it was a breakthrough. There were many advantages. A beautiful graphics engine, rules cleverly transferred from the desktop version to the computer game... And, of course, the world of the Forgotten Realms. Many of the monster images were copied one-to-one from the Monster Manual.

The player had access to four basic classes: warrior, priest, thief and mage. Instead of one person, as before, you controlled a whole party of characters. The battles took place step-by-step, with a top-down view, which gave scope for tactical decisions. And the travel took place in an almost revolutionary pseudo-three-dimensional mode. The game became an absolute hit.

The plot played a secondary role: a new city stands on the ruins of the old one, monsters live in it, you need to kill them all to make life easier.

The game was originally released on the Commodore 64, but was later ported to a personal computer and required at least 384 kilobytes of memory to run. At the time, these system requirements seemed absurdly high.

Curse of the Azure Bonds

Publisher: SSI

Developer: SSI

Year: 1989

After the resounding success of Pool of Radiance, SSI began making a sequel. The well-known tabletop scenario Curse of the Azure Bonds was chosen as the plot basis. You could transfer a party from Pool of Radiance to the new game to continue playing with your favorite heroes. The maximum level has been increased, the interface has been improved and additional tasks have been added. Overall it was a worthy sequel.

You can recognize the plot of this game from the trilogy “Azure Chains” published by us.

Secret of the Silver Blades

Publisher: SSI

Developer: SSI

Year: 1990

The second sequel to Pool of Radiance. As is tradition, you could once again import a party - but... only heroes from Curse of the Azure Bonds. This was the main flaw of the game. The characters started the game with too high levels, and in order to maintain balance, at the very beginning, all their things were taken away from them and they were locked in a village near which there were many powerful monsters.

But despite this, Secret of the Silver Blades cannot be considered a failed project - maybe not as loud as expected, but it was certainly a good success.

Pools of Darkness

Publisher: SSI

Developer: SSI

Year: 1991

The final episode of the adventure started in Pool of Radiance. This time the story began in Moonsea City, a piece of which the evil deity Bane sent along with all the inhabitants to the dungeon to the drow. The player first had to beat the henchman, and then the evil god himself.

The maximum level of heroes was limited to forty - by D&D standards, only gods could be higher. Liches and dragons served as small bargaining chips in battles. Besides them, there were monsters much scarier.

Nonlinearity was added to the game - the player could explore the world with almost impunity in search of new areas. True, this was done for the sole purpose of gaining additional levels necessary for further passage. A worthy project, innovative in many ways, although not a legend.

Treasures of the Savage Frontier

Publisher: SSI

Developer: SSI

Year: 1992

Everything that has a beginning also has an end. This game was the last in the famous goldbox series. The plot in a unique way continued the story of Gateway to the Savage Frontier. Even the region where the game took place has not changed.

The gameplay as a whole remains the same, but a serious innovation has appeared. It was possible to call on allies for help during the battle. Arriving reinforcements came under the player's control right during the battle. The terrain also played a role; in a bottleneck it was possible to fight off superior enemy forces.

But overall the game was a swan song. Players' interest in the goldbox series was falling, and role-playing games required a serious shake-up and a new approach.

Eye of the Beholder

(Eye of the Beholder, Eye of the Beholder 2: The Legend of Darkmoon, Eye of the Beholder 3: Assault on Myth Drannor)

Publisher: SSI

Developer: Westwood Studios/SSI

Year: 1991-1993

The famous game trilogy that revolutionized role-playing games. Firstly, this is the first role-playing game where a first-person view was implemented. Secondly, the action took place in real time, which added dynamics to the game. A party of heroes remained, but everyone saw the world with the same eyes. Deployment in battle took place according to the principle - “someone stands in front, someone on the side, and someone behind.” Things happened in the dungeons under the city of Waterdeep.

Of course, there were some drawbacks - for example, not everyone liked just one place to write. But overall, the project can be called brilliant without exaggeration.


The third part was made at Stakhanov’s pace, so practically nothing changed there at all. Except that they added the ability to import a batch from the second part.

Forgotten Realms Unlimited Adventures

Publisher: SSI

Developer: MicroMagic

Year: 1993

A unique project. In fact, it was not even a game in the usual sense, but rather a scenario constructor. The success of the program was phenomenal. D&D fans began to create their own adventures by the hundreds - and some became so enthusiastic that they continue to do so to this day. Which, however, is not at all shameful.

From a commercial point of view, it was a flawless decision. It was homemade D&D scenarios that provided those same hundreds of millions of fans. The novice developer had access to 127 types of monsters, 100 different triggers, various sets of terrain and the ability to make dungeons 36 levels deep. This obviously cannot be compared with the capabilities of Neverwinter Nights, but imagine for a second what this meant at that time...

Menzoberranzan

Publisher: SSI

Developer: DreamForge

Year: 1994

The game took place in the Underdark dungeons, in the famous drow city of Menzoberranzan. The gameplay was reminiscent of what was seen in Ravenloft: Strahd's Possession and Ravenloft II: Stone Prophet. Fascinating and tasteful. Seriously let down by the plot. The drau, known lovers of intrigue and political conspiracies, resembled simpletons. The conspiracies that were woven in the game were more suitable for a leader a seedy tribe of goblins - not masters of deception.

The game also had other shortcomings. The battles quickly became too easy, often having to wander through empty tunnels in search of who knows what. A solid average, but there was nothing unusual in the project.

Descent to Undermountain

Publisher: Interplay

Developer: Interplay

Year: 1998

Horror. This is the word that comes to mind when you remember this game. SSI, even in its worst years, would never have thought of doing something like this. But Interplay not only thought of this, but also released it with a happy smile on its face.

The game was poor in every way. The graphics from the time of King Pea caused bouts of hiccups, the crooked controls made you repeatedly hit your head on the keyboard... the list goes on. The project, as expected, failed miserably, which forced Interplay to think seriously... and these thoughts were probably correct. Meanwhile, in the depths of BioWare, the Iron Throne was being forged, which was soon to acquire a new name (read about this below) and thunder throughout the world...

Pool of Radiance: Ruins of Myth Drannor

Publisher: Ubisoft

Developer: Stormfront

Year: 2001

13 years after its namesake, Pool of Radiance: Ruins of Myth Drannor hits shelves. Someone at Ubisoft, as often happens, decided to make money on a once big name. But this alone was clearly not enough. And how many players remembered the original Pool of Radiance and the goldbox series?

The game turned out to be delightfully nightmarish. Clumsy combat system, lousy animation, unclear plot. Only stubborn fans were able to play it, unwilling to admit that they were simply “bought” by a famous name. For most, a couple of hours was enough, and then - with relief - Uninstall.

Baldur's Gate

(Baldur's Gate, Baldur's Gate: Tales of the Sword Coast, Baldur's Gate 2: Shadows of Amn, Baldur's Gate 2: Throne of Bhaal)

Publisher: Interplay

Developer: BioWare

Year: 1998-2001

Baldur's Gate changed everything that comes to mind, completely upending the RPG genre. For a long time, there was an opinion that D&D role-playing games could not be adapted to real time in principle. And, although Eye of the Beholder was the opposite example, BioWare has long been criticized There were accusations that they would make a pseudo-RPG.

When Baldur's Gate (nee "Iron Throne") appeared in stores, and players tasted it, the effect was difficult to overestimate. The real-time mode with a pause turned out to be very convenient. It made the game more dynamic, but did not require fussy rush.

The modern Infinity engine consistently drew a beautiful picture. A gigantic game world, many locations available to visit, huge cities filled with residents, dozens of tasks - and an interesting storyline.

A year later, an addition appeared - Baldur's Gate: Tales of the Sword Coast, which only consolidated the success. A couple of new locations and an additional storyline were added to the huge game world. Then two years of silence followed...

After which a sequel appeared - Baldur's Gate 2. And again - a wild success and a big step forward. Compared to the first part, the game world has become larger. About ten times. The estimated duration exceeded 100 hours, and without a single “unfair” delaying technique games.

New classes have been added, including unique ones, based on the third edition of D&D (it has already been released, but they did not remake the game for the new system, they simply introduced “new items” - barbarian, monk, sorcerer). The companions became more talkative and acquired their own problems that had to be solved. And with some you could even have an affair. An opportunity arose to acquire property: a castle for a warrior, a thieves' guild for a thief... A blacksmith could create unique artifacts from the fragments of legendary weapons. Baldur's Gate 2 surpassed its predecessor in everything. An ideal game. But the adventures were not over, an addition awaited - Baldur's Gate 2: Throne of Bhaal...

Released in 2001. BioWare has dealt another stunning blow. You started the game immediately after defeating Irenicus. As a gift, the player received his own pocket world and an imp that created unique items. You could completely form a team from the characters you liked that you met in Baldur's Gate 2. A new class was added - a wild wizard.

Another unique hero appeared there - Sarevok. The crazy brother, killed in the first part, was resurrected and was now persistently offered as a companion (although he is evil and does not get along well with the “good” party). The number of unique items reached 37. Although the tasks were reduced, the battles with high-level monsters were breathtaking, and the beautiful landscapes did not let you get bored.

The player started with the level with which he finished the last game. The number 21 is not humorous when it comes to level (this was the “ceiling” in Baldur's Gate 2). Now it could be raised to 39, which by D&D standards was equivalent to demigods. At the very end it was even proposed to take the throne the god of death - this is where we can say with confidence that his career, however, was a success.

The third part was recently announced. True, no details yet...

Icewind Dale

(Icewind Dale, Icewind Dale: Heart of Winter, Icewind Dale: Heart of Winter - Trials of the Luremaster, Icewind Dale 2)

Publisher: Interplay

Developer: Black Isle Studios

Year: 2000-2002

This is where the misfire occurred. Icewind Dale: Heart of Winter was great (we didn’t expect anything else from Black Isle Studios), but the game itself took a couple of days to complete. Of course, no one expected that the addition would beat the original, but even more so, it never occurred to anyone that it would be so short. To somehow make amends, the developers released a second free “add-on” - Trials of the Luremaster. A couple of new locations to spend another evening, but still nothing major.

"Strike while the iron is hot". After the success of Baldur's Gate, Interplay, without thinking twice, launched a series of D&D games.

Icewind Dale bore little resemblance to its older brother. Instead of a breathtaking world, it was proposed to descend from heaven to earth (or rather, underground) and chop up monsters before they ran away. We came to the village, completed a couple of tasks, and that’s enough - now it’s definitely time to look for the villains with a saber drawn. The gameplay was focused on combat and nothing else. In fact, Icewind Dale turned out to be not a role-playing game, but a pure tactics game in the world of D&D. An addition soon followed.

The second part hung in doubt for a long time. Finally the official announcement: Icewind Dale 2 is coming. The gameplay in it remained without significant changes - run and hack from the shoulder. But this time the rules of the third edition of D&D were already used - more thought out from the tactical side. Is this not a step forward, albeit not as noticeable as the previous ones?

Neverwinter Nights

(Neverwinter Nights (1991), Neverwinter Nights (2002), Neverwinter Nights: Hordes of the Underdark, Neverwinter Nights: Shadows of Undrentide)

Publisher: America On-Line/Interplay

Developer: SSI/BioWare

Year: 1991/2002-2003

In 1991, when there was not even the abbreviation MMOG, players, united in teams, were already chasing monsters across the expanses of the Forgotten Realms. The game used the same universal engine from SSI, which made the gameplay somewhat similar to the goldbox series.

Neverwinter Nights was only available on America On-Line, which did not contribute to its success and popularity. The game lived until about 1997. Nevertheless, the attempt was by no means a failure.

The sequel, or rather the game of the same name (they were united with each other only by the location) was released in 2002. The single-player scenario turned out to be quite unimportant, but no one made a special bet on it. But what was the highlight of the season was the script development tools from BioWare, released along with the game. Even though he was not easy to use, that did not stop the fans. Self-written adventures rained down in hail - folk art was in full swing: sometimes hot, sometimes with a wrench. Some scenarios easily outdid the original campaign. Add to this the ability to create your own monsters. Neverwinter Nights also added online play with a live host. It would seem like just one line on the list of possibilities, but appreciate what it has become for connoisseurs and connoisseurs!


The subsequent additions, as expected, greatly improved the game in many ways. In particular, the single-player campaign has finally been patched up. Of course, it did not reach the level of Baldur's Gate 2, but it has already become a completely full-fledged, high-quality product.

All that remains is to wait for Neverwinter Nights 2. Personally, I hope for at least a revolution in the genre, and at most... I'm afraid to guess. Wait and see


17 years of history and 58 games. But the story doesn't end yet. D&D projects appear every year. This year, for example, two promising games are expected: Dungeon & Dragons Online (MMOG) and Dragonshard (RTS). Both are created in the new world of Eberron, where... However, we will talk about this, as well as many other things, in the coming issues.

From behind the circles of the invisible heavens, the Dragon revealed his brow, And the mist of irresistible misfortunes obscured the coming day... Vladimir Solovyov, "Dragon"

Board game "Dungeons and Dragons"

Dungeons & Dragons (D&D) is a well-known brand of fantasy role-playing games. Several editions of this world have been published, many fiction books have been written, professional and amateur films have been made, computer games have been created, and fanstaff has been produced. The Dungeons and Dragons series of games has countless fans.

About the game

  • Number of players: 2-8
  • Game time: from 40 min.
  • Players age: 8+
  • Game mechanics: RPG / Role-playing, Fantasy

The board game Dungeons and Dragons (DnD, DnD) has been coming out since the seventies. 20th century. Since 1997, it has been developed and released by the company Wizards of the Coast, which popularized the cult game Magic: The Gathering.

DnD is a tabletop role-playing game set in the fictional world of the fantasy Middle Ages in one of the settings (specially created worlds). It is based on quite extensive rules. Much, including the parameters of the characters, depends on the values ​​​​that fall on the dice.

During the game of Dungeons and Dragons, players master the dungeon, fight monsters, try not to fall into set traps, and complete a mission to, say, find an artifact. This game can be completed in an hour or two. It is for this base that tabletop sets that imitate gaming locations are produced.

In a more complex, but more common case, the plot is non-linear, players have to rely not only on their luck when rolling dice, but also on the ability to get used to the role, build social connections within the game, and think a lot before doing something.

The engine of the plot is the Dungeon Master. The world of the game is subject to him, and who and what the players will meet on their way depends on him.

The game is almost endless. You can get together for one evening, have one short session, complete a simple mission and go your separate ways. You'll have a good time, but you won't have time to develop your character. Fans play one game for months, years, leveling up characters, exploring the world, enjoying.

Purpose of the game

Simply put, the goal of the game is to reach the heart of the dungeon, complete the mission and gain experience points. Of course, you can, like in a computer game, create a character from a number of parameters, mechanically move forward, cutting down enemies, and eventually get there. Many people like to play this way.

But the most delicious highlight is not this, but the opportunity to really create a character from scratch, as if in a book - with character, habits, past. And even though he has to go through the usual scenarios, the player, having got used to the role, will temporarily become not a simple dice thrower, but a part of a fascinating story, which in many ways will be written by himself. Roleplaying is the most important part of role-playing games, and for most, the goal of D&D is the game itself, not winning.

Materials

To say that there is a lot of DnD-related materials - don't say anything. The Dungeons and Dragons rulebooks alone number in the dozens. The basic ones in each edition are the player’s book (“Player’s Handbook”), the leader’s book (“Dungeon Master’s Guide”) and the “Monster Manual”, a book that describes the notorious dragons and other monsters. Eat additional books with spells, skills, new classes, things, plots for the game, tips on tactics, art books, much more. They are different for different editions. Numerous articles on Dungeons and Dragons have been written, and players and DMs share their experiences on forums.

Packaging, design, localization

We can talk about specific packaging only in relation to several games that are released in ready-made kits. Such as, "The Legend of Drizzt" or "Castle Ravenloft" where you can go down into the caves or explore the dungeon with comfort and minimal effort - everything is already ready for you, all that remains is to assemble the playing field and select a character.

In most cases, DnD is a “build it yourself” game. Rule books, miniatures, game boards, sets of dice, a screen that separates the Master from other players - everything is purchased separately.

The issue of localizing the famous game, unfortunately, is very sad. There was only one attempt to publish a rule book in Russian - a translation of the basic rules of DnD 3.5 in 2006 - it was unsuccessful due to translator errors. Therefore, now rule books can only be found in English (as well as boxed games), or amateur translations can be downloaded on the Internet. That, however, does not stop fans of role-playing games.

Equipment

You can find a lot of interesting things in the “boxed” version. Here, for example, is the contents of the game “The Legend of Drizzt”: 40 plastic figures of heroes and monsters, 32 regular dungeon tiles, 22 dungeon ending tiles, 1 starting dungeon tile, 200 cards, 10 status markers, 72 experience tokens, 12 experience tokens monsters, 16 hero and monster tokens, 12 time and treasure tokens, duel, camp, strike, attack and other tokens, twenty-sided die, scenario book, game rules.

This is enough to play more than one game in a company of 2 to 5 people.

In other cases, you will need: dice (four-, six-, eight-, ten-, twelve- and twenty-sided), they are sold in ready-made sets, character sheets (can be printed or written by hand), rule books (at least the basic one).

Additionally, you can purchase or make miniatures of characters and monsters, a playing field for more convenient battles (they are turn-based), a beautiful screen for the Master (although he can fence off his entries with some kind of large book).

In particularly advanced cases, if the rules have already been learned by heart, you can use only a few checkered pieces of paper, a pencil, and download a special application for your smartphone to roll the dice.

Number of players

The minimum number of players is two people, the host and the player himself. But as a rule, players (“party”) go in groups of three or four people, this is much more interesting and effective. A larger number is possible, but this complicates the gameplay.

An indispensable participant in the game - leading, aka Dungeon Keeper, aka Dungeon Master, DM or simply Master. His task is to guide players through the story to the ending.

How to Play Dungeons and Dragons

The rules of Dungeons and Dragons can be very complicated for a beginner. However, this is how it is - dozens of books, each hundreds of pages long, are devoted to their intricacies. But this is for real fans, and for those who just want to have a pleasant evening without straining too much, a basic book of rules according to one of the latest editions of the system will be enough.

In addition, rules in Russian are not always available, which creates additional obstacles (but also an additional incentive to learn English for the sake of your favorite game). In particular, this has led to the fact that many players communicate in internal slang from distorted English names - and understand each other perfectly.

The master often does not use standard scenarios, but comes up with his own stories for the players to go through. Moreover, stories with variable developments of events are more valued, depending not only on the will of the Master, but also on the decision of other participants to act one way or another. Of course, some lead strictly along one path (the so-called “rails”), but players often don’t like this. “Rails” is good for beginners or those who are too lazy to use their imagination to roleplay a character.

Rules

It is impossible to find published rule books in Russian. You will have to use books in English or search for private translations online. But to complete the game, you still have to study the rules, and in advance - it’s unpleasant when the process slows down at the most interesting point, because something urgently needs to be clarified.

Highlights of the rules

One of the basic rules is that the Master is always right. It is he who leads the plot and decides what will happen now.

Roleplaying is just as important as mechanics. You can build relationships with other members of the squad, with non-player characters for whom the DM speaks, show character, reason, and not just wave a sword.

All information about the character is recorded on a special sheet. Attributes, skills, weapons, personal items, how much money he has in his wallet and how much experience he has gained.

Experience points ( XP, "expa") are awarded for a successfully completed mission, for killed enemies, at the discretion of the Master - for good roleplay. To reach each subsequent level (“level”) you need more and more points. Players start at level 1, the maximum they can achieve is level 20.

Mechanics

Released in 2000 third edition of DnD, and it was based on the system d20, which is still in effect today. The key object on which the fate of the characters literally depends is the twenty-sided die. The correct icosahedron has become a symbol of the game, and the desire to throw a “twenty” has become the cherished desire of the players.

First of all, the cube (“dice”) is rolled at testing skills and in combat. The rules describe in detail which dice the player rolls in which case, what penalties and bonuses apply. The final result is also affected by the character's parameters. By the way, they are also rolled out on the dice at the beginning of the game, and not by default.

The results depend, essentially, on three factors: the competent tactics of the individual player and the entire team (“party”), the behavior of the character described by the player, and luck, because it is impossible to predict what will come up on the die, even if you are playing as a magician. soothsayer.

Character Attributes

All heroes have a mandatory set of attributes that reflect their physical and mental data. These are strength, agility, endurance and intelligence, wisdom, charm (charisma). They are “thrown away” at the stage of creating (“generating”) a character on three hexagons. Six results (maximum - 18) are distributed between attributes at the discretion of the player.

In addition, there are racial bonuses and attribute penalties that are added to or subtracted from the roll results. In particular, therefore, race and attributes must be taken into account when choosing a class.

Attributes grow very slowly over the course of the game, so you can initially distribute them with a reserve for the future.

They go separately hit points(hit points, “hits”). They depend on level, class and stamina.

Classes

Fighter, Cleric, Thief and Mage- a classic, fairly balanced party composition that can be assembled, regardless of the edition of the game. But in fact, the set can be absolutely anything. You can make good heroes, you can make evil ones, you can make those who prefer to remain neutral in any situation.

For example, let's give base classes, which are available for selection in the game Dungeons and Dragons 3.5, released fifteen years ago, the most successful and popular.

List of main classes

  • The barbarian is uneducated, but primitively strong, powerful and resilient; he will stand shoulder to shoulder with the warrior, taking the brunt of the enemy’s blow.
  • Priest (cleric) - possesses divine powers, often the ideological leader of the party and the main healer. Powers depend on his wisdom, charisma and which god he prays to.
  • A warrior (fighter) is usually a “tank”, holding back enemies and inflicting maximum damage on them. Usually strong and resilient.
  • A rogue (thief) is a multidisciplinary specialist in cleaning pockets, opening traps, penetrating where they are not invited, collecting information and deceiving the population by honest and not so honest methods. In battle he prefers to hit in the back. His main qualities are agility and intelligence.
  • The bard is not only a musician who inspires various achievements with his talent, but also the most charming character who has no equal in collecting information, diplomatic negotiations or seduction. He also does a little magic.
  • Paladin is always a kind and fiercely religious character. A mighty warrior who knows how to heal, bless and destroy evil. Has powerful charisma.
  • A pathfinder (ranger) is an experienced and dexterous fellow who will travel the road without a map, catch rabbits for dinner and, if anything, fight off both the bear and his enemies.
  • A sorcerer draws his magic from internal forces, and does not memorize spells from a book. Can be very powerful and timely support.
  • A wizard (wizard) is a learned magician who never parts with a book of spells. Fireballs, magic arrows and writing scrolls are his specialty.
  • Druid - draws magical powers from nature and strives to protect it. He is accompanied by an animal companion, which may also turn out to be far from useless.
  • The monk is a martial artist who does not need sharp weapons or heavy armor.

If a player is cramped within the base class, he can take several classes, at least one for each level, and get a multi-class character. But it is worth considering that multiclassing imposes penalties on gaining experience points (“exp”).

Exist prestige classes with special abilities. To receive them, you must fulfill a number of conditions.

Skills

Special skills (“feats”) are “features” of characters that are inherent to them personally or to their class. For example, if a warrior has the skill dissection and he kills an enemy on this move, he can attack another enemy.

New skills are acquired every few levels, but different classes have bonus “feats”.

Skills

Abilities (“skills”) improve with each level. Their number depends on the class and intelligence bonus - from horse riding and the ability to sneak to the skill of reading magic scrolls and conducting diplomatic negotiations.

Saving Throws

In cases where the character needs to protect himself from any negative effects, a saving throw must be made. There are three types, and they depend on the class, level and corresponding attributes.

Reflexes– instant reaction. Needed, for example, when dodging explosions and triggered traps. Improved by good agility.

Durability– an important indicator of health. Resistance to diseases, poisons, difficult weather conditions and overloads depends on it. The higher the endurance, the better the durability.

Will– resistance of the mind to suggestions, ordinary and magical. Players with high wisdom have a strong will.

Magic

Magic can be used in many different ways in a DnD system. If the surroundings do not require it, then the magician does not need any soul energy, not in outline pentagrams.

  • Magi daily memorize spells from their magic book (“spellbook”). The number of memorized and available spells depends on the character's level. Every day you can learn new charms, depending on your plans.
  • Sorcerers do not have special books. Magic is their innate gift. They have to repeat spells every day, but they have a smaller choice of spells; they cannot learn new ones at the current level.
  • Druids draw their magic from the forces of nature.
  • Clerics And paladins it is bestowed by their deity, to whom prayers must be offered every day.
  • Bards, like sorcerers, use innate talents.

Spell Power depends on the character’s level, the level of the spell itself and the attribute responsible for the spell. It is different for different classes: intelligence, wisdom, charisma.

In a calm environment you can cast magic without haste. It is much more difficult to cast a spell in melee combat; a penalty is imposed on the character, and the spell may not work.

Magic items

In addition to spells, there are magical items: artifacts, scrolls, wands, potions.

Potions can be used by any character who can open the cap and pour the contents of the bottle into themselves or another character's mouth. The most popular are healing potions; they can even be used in battle.

Scrolls are written by magicians and contain a one-time spell. Anyone who can read magic (has the appropriate skill) can use them on a par with wizards.

Magic wands and staves are used by magicians and characters who have the skill of Using Magic Items. The wands carry 50 charges of one spell. Staves can hold several different spells and can be recharged.

Magic weapons and magic armor work automatically; you just need to pick up the weapon and put on the armor.

Other magical things act individually. For example, some artifact will only work if all its parts are put together.

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