Posted on January 9, 2012 by Flames
Wizards of the Coast has announced a new edition of the Dungeons & Dragons RPG:
Charting the Course for D&D: Your Voice, Your Game
As you may have read in the New York Times, it’s an exciting time for Dungeons & Dragons. We are happy to announce today that we are developing the next iteration of D&D, and will be looking to the legions of D&D fans to help shape the future of the game along with us.
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Posted on October 10, 2011 by Monica Valentinelli
One of the cool things about “new” media is a company’s ability to bridge the gap between paper and pencils with technology. Neverwinter Nights on Facebook is a social game you can play.
The first thing you do is roll stats. There’s no character class, but this min/maxer (That’s right.. Me…) rolled a few times until I got… Well… Some decent stats. The game didn’t work on Chrome so off to Firefox I go… That’s where I found out that punctuation doesn’t work in the character name field. I have an elf name I often use (Lazy, I know, I know…) but the apostrophe didn’t take.
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Posted on October 3, 2011 by Flames
Dungeons & Dragons: Heroes of Neverwinter enters open beta phase
The first name in roleplaying games is taking another step in its storied pop culture history as Atari brings Dungeons & Dragons to the Facebook platform. Atari, one of the world’s most recognized publishers and producers of interactive entertainment, will release Dungeons & Dragons: Heroes of Neverwinter into its “open beta” period on September 15, bringing the ultimate RPG brand to the ultimate social platform.
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Posted on July 24, 2011 by alanajoli
After a post the other day on Google+, Monica poked me about letting Flames Rising readers know what I’ve been up to while I’m not writing for Flames Rising.
Most of my writing recently has been for Branford Patch, a local online news site, where I do a regular history column about the early days of Branford, Connecticut. It’s great fun, but not typically a cross-over into horror (although perhaps I’ll track down a ghost story one of these days!).
This past week, however, I had my very first Dragon magazine article published!
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Posted on May 28, 2011 by Flames
Wizards of the Coast today announced the forthcoming launch of its new, highly anticipated Dungeons & Dragons board game, Conquest of Nerath, set for retail release on June 21, 2011. The Conquest of Nerath board game provides exciting game play for strategy gamers interested in exploring the world of Dungeons & Dragons while offering current RPG players a whole new way to experience D&D. Conquest of Nerath is the third major D&D board game to be released following Castle of Ravenloft and Wrath of Ashardalon.
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Posted on March 29, 2011 by Monica Valentinelli
One of the things I did at C2E2 was sit down and play a demo of Magic: the Gathering. I had the chance to talk to a very knowledge and experienced judge. We have some decks here at home and even though I’ve played a few rounds, with a game like Magic: the Gathering I feel there’s always something new to learn.
For my demo, I chose the Chandra Nalaar or red deck from the Planeswalker set. Immediately, the game designer in me wondered how gameplay might vary between the different colors. The red deck was totally appropriate to my personality and had lots of fiery cards and mountains in it.
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Posted on March 16, 2011 by GRIM
This was a bit of a disappointing book. It may be my mind playing tricks on me but I seem to remember Dark Sun having a lot more naturaHaving not so long ago having gotten through praising Monster Manual 2 for making all the monsters at least look scary I’m afraid to report that some of the ones in this book end up looking either ‘meh’, or ‘ridiculous’. Not flumph-scale ridiculous, but really not great. This is a shame as the wildlife of Athas is meant to be some scary-ass stuff, terrifying and dangerous. Not silly. Somehow that isn’t conveyed by this book and topping out at 150 pages, somehow it feels a lot thinner.
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Posted on February 24, 2011 by GRIM
I remain largely unconvinced of 4e’s worth for playing your more usual fantasy settings. It seems too high powered and kitchen-sink to me. When it comes to certain, specific settings however I can see it working much better, though for a couple of different reasons. 4e works better with Eberron and – in theory – Planescape because of the inherent gonzo and high-power qualities of those settings. It, theoretically, works for Dark Sun because 4e’s emphasis on personal training and powers suits a material-scarce setting where the individual and their ability has more importance. To that extent, the sheer appeal of Dark Sun has ‘turned me on’ to 4e in a way the previously existing material hasn’t.
Of course, that may just be nostalgia speaking.
The book feels more like a primer than a full setting guide. It just doesn’t feel like it goes into remotely the amount of depth – overall – that a setting book necessarily should. I feel it could have done with being about fifty to a hundred pages longer or could have left out some of the mechanics (epic destinies and alternate class fittings) to make more room for going into the background.
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Posted on January 18, 2011 by GRIM
Another ‘core’ rulebook but unlike PHB2 there’s really nothing in here save the monk character class that can really be called core. The races have gotten increasingly bizarre and obscure to the point where unless you’re playing a fantasy version of RIFTs or a kitchen-sink setting like Planescape, things aren’t going to make much sense. That said, this book does give you the psychic rules that people have been waiting for and addresses a huge flaw in 4e up to this point – shitty multiclassing rules.
Yet again this is a fairly background-free book though, given the exotic peculiarities of the new races it can’t really be called generic. This is at the far-exotic end of crazytown in the D&D mythos and describing monks and monk powers as ‘psychic’ really grates on my nerves and – to my mind – cheapens the monk role in the same way midichlorians cheapen Jedi.
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Posted on January 10, 2011 by GRIM
OK, so, given that I gave 4e D&D what’s widely considered to be a ‘bad review’ why am I reviewing this and a bunch of other 4e D&D stuff? Several reasons. 1 – 4e is still semi-open and so things can be written for it, as indeed I have written a couple of things for it. 2 – I’m trying to see if there’s anything I’ve missed. 3 – It’s not irredeemably awful. 4 – I’ll forgive a hell of a lot for the sake of Dark Sun. 5 – I’ve figured a few ways around the whole needing a map thing and besides, there’s some jolly nice map things around now and, what the hell, I like playing Descent. Same thing, right? *Grin*
This is a review of Adventurer’s Vault, which is a big shiny catalogue of ‘stuff’ for adventurers to use to hit things, protect themselves from being hit, run away from things, zap things and so forth.
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Posted on December 31, 2010 by Flames
Before you grab your shotgun and blast 2010 away, you might want to check out our hot news today. We’ve got fiery new releases, a few announcements and more hot, hot links to usher in the New Year.
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Got something you want to throw on the fire next time? Send your dark and delectable links to via our contact the editors at FlamesRising.com page.
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Posted on December 27, 2010 by Flames
The lightning-paced conclusion to the Stone of Tymora trilogy by best-selling author R.A. Salvatore and his son…
After dueling with a dragon and a demon, Maimun knows he must destroy the stone that has kept him on the run for most of his life. The question now is how. With Joen by his side, Maimun journeys to the Tower of Twilight to beg famed wizard Malchor Harpell for answers. But Harpell’s help comes at a steep price. Friends become enemies. Lost secrets come to light. And deep in the shadows, the sentinels are watching, scheming to save the stone–even if it means someone must die.
Featuring the sage words and signature swordwork of R.A. Salvatore’s best-selling character Drizzt Do’Urden, this final book of the Stone of Tymora trilogy is packed with action, magic, intrigue, and a heart-stopping twist that Salvatore fans won’t want to miss.
Flames Rising is pleased to offer our readers an excerpt from this book by Bob and Geno Salvatore. Be sure to check out our interview with the Salvatores about the Stone of Tymora series here at Flames Rising. The Sentinels is available now at Amazon.com.
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Posted on October 19, 2010 by Matt-M-McElroy
Drizzt joins Bruenor on his quest for the fabled dwarven kingdom of Gauntlgrym: ruins said to be rich with ancient treasure and arcane lore. But before they even get close, another drow and dwarf pair stumbles across it first: Jarlaxle and Athrogate. In their search for treasure and magic, Jarlaxle and Athrogate inadvertently set into motion a catastrophe that could spell disaster for the unsuspecting people of the city of Neverwinter—a catastrophe big enough to lure even the mercenary Jarlaxle into risking his own coin and skin to stop it. Unfortunately, the more they uncover about the secret of Gauntlgrym, the more it looks like they can’t stop it on their own. They’ll need help, and from the last people they ever thought to fight alongside again: Drizzt and Bruenor.
In this interview, FlamesRising.com editor-in-chief Matt M. McElroy sits down with best-selling author R.A. Salvatore to discuss his new book entitled GAUNTLGRYM. After the interview, uncover a vital clue to help you win a contest for a signed copy of the book and a trip for two to D&D Experience in Fort Wayne, Indiana.
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Posted on October 8, 2010 by Flames
Enter a school for magic where even the first day can be (un)deadly…
On the very first day of school at the world-famous Aldwyns Academy for Wizardry, fledgling wizard Dorian Ravensmith finds himself immersed in a mystery. White wolves have been attacking incoming students. Ghosts are haunting the Snapping Dragon Gardens. And the professors lurk in the halls, whispering about a shadowy wizard who seems to be behind it all.
That night, Dorian spies a figure creeping into the Snapping Dragon Gardens and and he follows, certain that with the help of a few magic items and simple potions, he can catch the culprit by daybreak and return a hero. But as hobgoblins, banshees, and a terrifying dragon try to stop him at every turn, Dorian discovers that he’s stepped into an (un)deadly trap that could not only destroy his future as a wizard but also the beloved wizardry school.
Flames Rising is pleased to present the first chapter of this new book by Nathan Meyer. Aldwyn’s Academy is a companion Novel to A Practical Guide to Wizardry from Mirrorstone.
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Posted on September 14, 2010 by Robert A. Howard
I’ve been waiting eagerly for the re-release of the Dark Sun Campaign Setting for a long time – since the early days of 3rd Edition, actually. Why? It’s an amazingly different world in comparison to the somewhat same old and tired fantasy settings out there. But, D&D 3e came and went and Dark Sun languished in some dark corner of the WotC offices – probably collecting dust next to Planescape – forgotten and dejected. I honestly didn’t think I’d ever see this world in print again, but after a decade and half, Wizards of the Coast finally came through with a completely revitalized 4th Edition Athas.
If you haven’t been playing D&D forever and half or just never tried Dark Sun back in its heyday, let me tell you a little bit about what this setting has it store for you. Dark Sun has a very different feel than other settings you may have ever tried.
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Posted on September 7, 2010 by Robert A. Howard
The module itself is 32 pages long, printed in full color on what feels like good quality paper. There are a total of thirteen encounters presented in the nice one to two page format that has become customary in 4th Edition Dungeons & Dragons supplements. Also included is an eight page foldout battle-mat of the town with a crumbling old mansion on the reverse side. There is very little in the way of artwork beyond the cover art and the encounter maps, unfortunately, and there are no handouts or props aside from the battle-mat. Although, I must say as someone who is incredibly horrible at drawing on a battle grid, I really appreciate having one included with the adventure.
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Posted on August 23, 2010 by Megan
The Introduction jumps right in, explaining what is unique about the Dark Sun setting. Athas is a dying world, where mere survival is a constant battle… and where any sensible person would concentrate on creating a stable sustainable environment, ‘heroes’ of course prefer to seek glory. The differences between Athas and more conventional fantasy settings is encapsulated in the Eight Characteristics of Athas – it’s a desert planet, most people living there are pretty unpleasant selfish types, metal is scarce, arcane magic caused a lot of the current problems and still does damage if you try to use it, long-lived sorcerer-kings rule city-states as the main centres of power, deities seem to have lost interest in the place, the monsters are deadly, and even ‘familiar’ races are not quite what one would expect. Handy thumb-nail sketch, which makes me wonder if I actually want to visit… well, I do like deserts!
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Posted on August 10, 2010 by Matt-M-McElroy
Elminster Returns!
Elminster Must Die is the debut 4th edition appearance of one of the Forgotten Realms world’s most iconic characters, written by the creator of the original Forgotten Realms campaign setting. An instant classic, and a must-read for every Realms fan.
When the goddess of magic was murdered, Elminster’s world shattered. Once the most powerful wizard in the world, immortal, beloved of the goddess of magic, and the bane of villainy, he is now a tired old man. He is powerful but mortal, and with all the enemies a man who makes a habit of saving the world tends to accumulate. To make matters worse, Elminster has needs—feeding powerful magic items to the Simbul, his lover, is the only thing that keeps her sane—but their increasingly risky collection leads his enemies right to him.
Flames Rising is pleased to present a new interview with Elminster Must Die author Ed Greenwood.
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Posted on June 22, 2010 by Flames
First off, I’m going to tell you, do not read this book without reading the first book in this series – Sucks to Be Me: The All-True Confessions of Mina Hamilton, Teen Vampire (maybe). Since I didn’t read the first book, I had to make some assumptions about what was previously written – hopefully most of my assumptions are correct. Although I tried not to divulge too many key points in the book in my review, there are some spoilers here, so reader beware.
This is a story about a teenage girl named Mina who, having just turned into a vampire, learns that her family has to move away from California. So, the Vampire Council (VC) plans the “death” of her entire family in a tragic accident, reinvents their family history…
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Posted on May 27, 2010 by Flames
A romantic tale of vampires and magic from award-winning author L.D. Harkrader
Flanders Lane is tired of being protected by her Uncle Anatole. After years of studying magic in the back of his bookshop, she’s ready for an adventure of her own. Then one day, strange things start happening. A burglar breaks into the butcher’s shop, stealing nothing, but leaving the floors sparkling clean. Soon the seamstress’s apprentice vanishes on her way home, leaving behind only a shoe still laced at the top. And then worst of all, Uncle Anatole disappears. That night, a young vampire hunter named Pascoe knocks urgently on the bookshop door. Pascoe insists there is a vampire lurking in nearby Blakely Hall. Flanders looks deep into Pascoe’s gorgeous eyes and finds herself agreeing to help him. As Flanders tracks the vampire, her feelings for Pascoe grow until she stumbles upon a secret that turns everything she thought she knew about Pascoe–and herself–upside down.
Flames Rising is pleased to present a preview of this new novel from Mirrorstone, which is available for pre-order at Amazon.com.
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