The latest book from D&D is good for people who role play online

Journeys Through the Radiant Citadel is the latest release for Dungeons & Dragons, an adventure anthology with a central theme of traveling through different worlds and solving problems. Coming July 19th, it’s one to watch as an adventure anthology for groups looking to get their tabletop RPG digitally repaired.

Such as people visiting websites named

Why am I saying this? The nature of the one-off scenarios makes it easier to add or remove a player from week to week if someone doesn’t show up at game time, or do well with a larger rotating cast of players.

(Image credit: Wizards of the Coast)

The series of 13 separate adventures starts at level 1-2 and ends at level 14 and offers a lot of very loosely connected scenarios that can be chained together into one big campaign. This allows you to either use the titular Radiant Citadel as a home base between world hops, or customize the adventures for your own world – easy as the Citadel is set in the mysterious Deep Ethereal plane. (It’s already been said, but let me remind you that no one really does planar fantasy like D&D does.)

I watched the book before it was officially released and am writing this because these adventures are largely written. While they have the usual focus on combat and travel that characterizes D&D, neither of them focus on sprawling, multi-level dungeon crawls. They all have primary plots that, while they could span two game sessions, unravel in four to six hours. Combine this with digital access to maps and you have a winning formula for online gaming.

Image from the adventure Journeys through the Radiant Citadel.

(Image credit: Wizards of the Coast)

Journeys through the Radiant Citadel is also notable for being the first adventure book written entirely by Black and Brown authors, drawing from their own cultures and backgrounds to create worlds with a richness unlike any previously seen in D&D have arisen. This design ethos resulted in some truly rich and inspired environments, drawing from cultures in Central America, South and East Asia, the Caribbean and more. What you need in world hopping are strong hooks, and this is indeed a book of strong hooks.

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