Rather than any governments or countries, these ten enormous organisations take the lead role in running the city, handling everything from finance to the military. On its own this would be enough to set the world apart from the Forgotten Realms, the high-fantasy default setting of the current edition, but perhaps the most unique aspect of Ravnica is the titular guilds. The sprawling metropolis of Ravnica first saw light as a setting for the Magic: The Gathering card game, establishing a strong tone stitched together from steampunk and fantasy tropes. It’s hard to imagine why it took so long for a setting stuffed with mad science-wizards, demonic jesters and a ghostly mafia to find its way into D&D, but while Guildmasters' Guide to Ravnica is undoubtably a blast from end to end it struggles to dive into the details that DMs need to run a living campaign.
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