TOp 10 D&D Publications & Works for DM’s

When it comes to RPG material, the quality of the various publications and writing can vary dramatically. Back in 2017 I did a Top 10 RPG Modules list of all time which was both one of the most popular articles on this blog, but also the one I doubt I will need to update anytime in the next decade.

In this list we broaden the scope a bit to talk about various RPG publications which go beyond adventure models. These are books and books series I think are not only a core part of D&D history, but very much applicable material that any good DM should own and read. This is material that will advise you, inspire you and make you a better DM.

I think it would be impossible for me to rank these so, I simply decided not to. Enjoy the list.

1st Edition Advanced Dungeons and Dragons Dungeon Masters Guide

There have been many Dungeon Masters Guide for the game of D&D, not to mention countless supplemental and advice books for running games, but to me the original works of Gary Gygax are the equivalent to what I would consider the bible for Dungeons and Dragons.

The 1st edition Advanced Dungeons and Dragons Guide was reprinted in a glorious leather-bound book a few years back along with the rest of the core books, selling out instantly, proving that these books are every bit as important today as the day they were printed.

The book is written in a style that speaks directly to the DM in a commanding voice offering you advice that though can sometimes be tough to swallow in the light of modernization of the game is as true, as factual and as indisputable today as the day it was written. It’s a bit like a self help book written by your dad who doesn’t try to spare your feelings and rather focuses on preparing you for real life.

While the book is chalk full of advice, don’t be so arrogant as to assume the rules are “out dated”. The book is a literal gold mind of supplemental rules that can be universally applied to any edition of the game, quick resolutions using rules that are well suited for the abstracted concepts on which Dungeons and Dragons is founded. More than that you will find a treasure trove of magical items and an endless array of tables for quick randomized information. There are rules that cover concepts like henchmen and hirelings, magic item creation, world building concepts and a wide variations of approaches to campaign styles that are all universally applicable.

I have never run a game of D&D without this books influence regardless of edition, it is a must read and a must have for any serious DM.

The Mystara Gazetteer’s

There are many settings created for the game of D&D, but you would be hard pressed to find a setting that does a more thorough of job creating a diverse, living, breathing world in which to set your game that are directly applicable to game sessions. The Gazatteer’s were written over 16 books that detail every culture and every region of the world, but the focus of the books is to give you material you can use and it is here where most settings kind of fail for me.

The Mystara Gazetteer series was a bright, colorful series of books that inspired you with its art and attention to detail, but the most valuable aspect of the books is their usability at the table.

The amount of inspired writing, unique story hooks and NPC characters in excessive detail makes this one of the most usable campaign settings ever written in my humble opinion.

More than that however is the fact that Mystara is a truly unique setting, not reliant on the endlessly repeating clichés found the many settings written for Dungeons and Dragons in the following years. It breaks the mold before there ever was one to base your setting off of. Since Mystara settings have been largely variations on the same concepts and it can be tough to distinguish the difference between the Forgotten Realms and point of light.

Thanks to RPG Drive Thru and print on demand, getting access to these books is relatively easy, a well worth investment for any aspiring DM looking for a place to create their adventures.

Pathfinder 2nd edition Core Rulebook

While as a DM I generally prefer simpler and more classically driven systems for my D&D like B/X or BECMI, when it comes to modern renditions of the modern game of D&D, Pathfinder 2nd edition is without question the gold standard.

It makes quick work out of complex rules while serving to provide highly involved and exciting game session. This is a game so fine tuned, so well thought out, streamlined and brilliantly diverse, that it works not just as a D&D clone but a universal fantasy system.

Paizo has shown that fantasy role-playing can be stretched in a variety of creative and interesting ways, with Pathfinder 2nd edition they have effectively created a new sub-genre of Dungeons and Dragons.

Pathfinder ensures that players have maximum creativity and options in their hand, while ensuring the DM can manage it all, keeping it straight for the table without having to do constant rules look ups. Pathfinder 2nd edition does everything right, including correcting the many things D&D has done wrong for 40+ years like its core action management systems.

If you are looking for a modern D&D system, before you consider 5e, consider Pathfinder 2nd edition. It is the definitive modern version of the game that is superior to everything that is out there today.

The Reavers of Harkenwold

I think the saddest part of the Dungeons and Dragons 4th edition as a game is that despite a really terrible mechanical focus, it had some of most inspired adventure and setting writing, with some of the best writers in the business providing the material. Guys like Richard Baker and Bill Slavicsek were at the helm of some of this material which included The Dark Sun Campaign book, Kyhber’s Harvest for the Eberron setting and one of my absolute favorite adventures, the two parter, Reavers of Harkenwood (The Iron Circle & The Die is Cast).

Reavers of Harkenwold was released as part of the Essentials Line for 4th edition as a two part introductory set, but the love that was put into this book shows just how fantastic of a content creator Richard Baker is.

What I love about Reavers of Harkenwold is that its one of those rare instances where an setting for the adventure is so well written you can run it as written and its absolutely brilliant. That is really rare in adventure writing, I can only think of a small handful of adventures that pull that off.

Reavers of Harkenwold however is more than just an adventure, in fact that is not why its on this list, what this is really is a very well thought out mini campaign and its written in a style that really makes it system agnostic which is also something that is really rare in adventure writing. Its a setting, its an open world, it has a great villains and above all else it tests the morality of an adventuring group. By the time your troupe is done playing through this adventure, they will know who their characters are, but they will also care about a place, become involved in the setting and establish themselves as part of it. That is really what makes Reavers of Harkenwold so great as a publication.

Reavers of Harkenwold didn’t make my top 10 modules of all time list but the truth is that I have never viewed this as an adventure module, to me its a mini campaign as what makes it great is less the story and more the setting it presents.

The Rules Cyclopedia

The Dungeons and Dragons Rules Cyclopedia to me is the most definitive work ever done for Dungeons and Dragons. It combines all of the original 1st edition Dungeons and Dragons core rules under one roof before the game diverged into the “advanced rules” concept which arguably could be construed as a good or a bad thing.

This very thick book is the absolute definitive collection of rules for the 1st edition D&D system and its very accessible today via RPG drivethru using their print on demand service.

To me personally the Basic and Expert Dungeons and Dragons sets combined to form THE best version of Dungeons and Dragons as a game system. To me, once the advanced rules came along with concepts like the race and class split is where most of the problems in Dungeons and Dragons started. Balance issues, rules complexity issues and all of the minutia that comes with that complexity that have driven decades of arguments what about D&D should and shouldn’t be. The B/X set never suffered under the weight of rules complexity, it was a system that was designed to be played and to this day it is the most commonly used system as a base for D&D variant. Their are more fantasy games based on B/X rules then all other D&D systems in existence times a hundred.

The rules cyclopedia is a compilation of the Basic and Expert rules, but it also includes the companion, master and immortal supplements which bring in concepts like kingdom management, high level play and topping it off with the ascension of characters as gods. Using the rules Cyclopedia is the only way a group of D&D fans can play the same D&D game for decades and never run into the balance issues of high level play. It is the most complete, all in one rule set for running D&D and its the first and last book you will ever need to run D&D forever.

Its a masterpiece in my eyes and though I prefer to run only the B/X rules myself, its great to have all the added support in the event a campaign stretches into those higher levels.

1st edition Forgotten Realms Box Set

Not to suggest that 1st is always better, but the 1st edition Forgotten Realms Box set to me is the unquestionable definitive work for this setting and everything that followed played second fiddle to it. Not only as a description and definition of the setting, but in how it was written and what it focused on.

The Forgotten Realms is a iconic D&D setting, but never in its history was in as good a shape as it was in its original box set release, if you love the realms, these are the books you should be using.

This box set was designed to be used at the table, offering the GM key information about events in this place, events that would lead to modules linked to the original setting material. Strangely this approach was largely abandoned after this box set, transitioning to the way settings are written today where the material is “general information” about the world with an assumption that creating a story in the setting is up to the GM. I prefer the way it was done in this book as it ties key stories and events of the setting to the player characters with other fantastic material like The Pool of Radiance, The Curse of Azure Bonds and other classic stories like Expedition to Undermountain and City of the Spider Queen.

It was also before anyone started fiddling with the history of the setting to try to fit it into modern editions of the game that constantly expanded the races and classes of the game, breaking a lot of the nuances of the setting, those subtle elements that would take the setting from a believable real place to an obvious attempt to fit the latest players handbook into it.

The 1st edition Forgotten Realms setting was the only version of the setting that did not take the rules of the game into consideration, focusing on the lore and history of the world, directing its events based on the story, rather then the latest rules.

When it comes to the Forgotten Realms, this is the box set to own.

The Scarred Lands Campaign Setting

Born from the remnants of the White Wolf writers, The Scarred Lands Campaign Setting is styled after the story first concept so much of the amazing writing that was done for the world of darkness. The Scarred Lands is perhaps one of the most unique settings that exists for Dungeons and Dragons, originally published for 3rd edition D&D.

The Scarred Lands, like Mystara, had incredible detail among countless books released for the setting, each effectively its own mini campaign setting, but because it was written by former White Wolf writers, it has that dark and almost disturbing twist blended into its pages.

It’s a setting that defines in absolute perfect detail some of the most unique places ever inked for a Dungeon and Dragons world. Whether your talking about Calastia: The Throne of the Black Dragon that brings one of the most amazing political villains ever written into your world, The City of Hollowfaust, essentially a city run by necromancers and the undead or awesome books like The Wise and The Wicked that describe the many unique people of the world both villain and hero alike, The Scarred Lands is just chalk full of exquisite detail.

The Scarred Lands setting to me is one of the few out there written for D&D that completely breaks expectation, discards the cliques and gives the players a place to explore that will truly surprise them and again, it does this on a level so detailed that every single book written for the Scarred Lands becomes a campaign setting in of itself.

So good, it hurts.

Old School Essentials

One of the issues many modern gamers have with old school systems like 1st edition Basic D&D and Advanced D&D is that the rules are considered incoherent, hard to grasp, inconsistent and difficult to run. It has always been a problem for modern gamers to even try out old school systems to see the differences, to see what they are missing, to understand that piece of history and why their are so many fans of these old school systems. Its an unfortunate situation, one old school GM’s like me contend with all the time because frankly its all true. Old school systems are indeed written in a style that makes them really difficult to implement at the table.

I will never be able to say enough about how highly I think of The Old School Essentials books, this is the finest, most streamlined and impactful release for D&D in 40 years to me.

In comes Old School Essentials, essentially a true down to the last detail replication of Basic/Expert rules but with modern organization to make the game as comprehensible, as easy to understand and use as the original rules desired to be. It took 4 decades for someone to unravel the mess of the original works and create a book that makes the whole thing comprehensible and not only has Old School Essentials done this successfully, but it did it better then what we see even in modern rule books.

Old School Essentials brings all the fun, excitement and glory of the old days in a easy to understand and absorb way proving that not only are the original B/X rules amazing, but it is everything modern gamers want modern D&D to be, but simply never quite gets their.

One of the best books written this decade, oddly enough using rules made 4 decades early. A masterpiece resurrected for the modern day.

Pathfinder: Kingmaker & Ultimate Campaign Guide

The 1st edition of Pathfinder was really just a spruced up version of D&D 3rd edition, but because of the timing of its release, being after 3.5 which was an extremely long running edition of the game and during the 4th edition of D&D which was one of the least popular editions of the game in the D&D franchise, 1st edition Pathfinder was the edition I actually played the most next to Basic/Expert rules.

Pathfinder Kingmaker was updated for 2nd edition in a single book for the entire adventure path. To me this was an instant classic that deserves mention in any conversation about Dungeons and Dragons campaigns.

In the course of its run, I found most of the material released for the game to be quite suitable, but it was the adventure path Kingmaker and its related source book, The Ultimate Campaign Guide that really brought the game to a whole new level.

Pathfinder takes an old D&D concept, Empire/Kingdom building found in classic D&D modules like Test of the Warlords and campaign settings like Birthright and makes it comprehensible. While the rules for domains were covered reasonably well in the BECMI system, the word comprehensible would not be how I would have described it their either for all the love I have for the system.

Kingmaker made domain running for D&D a pure joy and because the module had a great story and setup for players to take throne, it ended up being one of the most popular adventure path in Paizo’s history, so much so that they made a video game out of it.

Ultimate Campaign uses the same core system for kingdom management as Kingmaker, but expands on it and other campaign running features that allow you to create your own kingdom building stories.

Of all the stuff that came out of Pathfinder, I count Kingmaker and Ultimate Campaign Guide as the absolute best of the best and what is really great with the Ultimate Campaign Guide is that it is mostly system agnostic so you can apply the rules of kingdom management to your favorite D&D system not to mention that Kingmaker itself as an adventure path has been converted to both Pathfinder 2nd edition rules and 5th edition D&D rules making it that much easier.

Fantastic content worth getting even if you don’t use the 1st edition Pathfinder system.

1st edition Oriental Adventures

The offensively named book is to me one of the best supplements ever written for 1st edition Advanced Dungeon and Dragons and that is saying a lot as their have been quite a few that competed for a space like this.

Oriental adventures was effectively an alternative version of 1st edition Advanced Dungeons and Dragons, a self contained alternative for fans of Asian lore. No one has done as amazing of a job bringing this style of play to the table as this Gygax did with this book.

I’m a huge fan of Japanese and Chinese lore. What Oriental Adventures does is D&D’affy it, creating not only a fantastic sub-system for Dungeons and Dragons with all new races and classes with mechanical constructs way ahead of its time like Ancestry and Honor, new spells, new equipment, but a great setting. It effectively refreshed Dungeons and Dragons using the endless well of Asian lore, doing so not only respectfully but with a fantastic fun twist.

I adore Oriental Adventures and because it’s written by Gygax, it has that commanding voice legibility to it, making it not only a fun, applicable book for the table, but a great night stand read.

There was a 3rd edition of this book and of course their are entire systems dedicated to this setting like the amazing Legend of the Five Rings, but if you already love D&D and you want an Asian twist, this is the book to get.

That concludes our list, hope you enjoyed it!

Preview: War Room by Larry Harris

FULL REVIEW BY GAMERSDUNGEON HERE

In the world of board gaming there are some games that almost transcend the hobby and reach out to popular culture to a point where a game can become a house hold name, something even your parents will likely recognize, something you can find on the bookshelf of your average joe. Games like RISK, Monopoly, Battleship and Stratego are some examples that spring to mind.

For people in the hobby of board gaming however there are other titles that have similar sentimentalities and are almost synonymous with board gaming history. These games might not transcend the hobby but they inspire the word “classic” and find common ground into conversations of your typical hobbyist. You would be hard pressed to find a board gamer out there who would not refer to the world war II grand strategy game of Axis and Allies as such a classic. The most popular of the Milton Bradly masters series games, Axis and Allies is for a great many old school board gamers one of their first experiences that broke them out of what is generally the accepted mass market board game lists. Most people have likely played RISK at some point in their life, but Axis and Allies was the cross over game for many that almost defined a persons transition from someone who sometimes plays board games to someone who is a board gamer.

You would be hard pressed to meet anyone in the world who hasn’t at least heard of RISK the board game, it’s almost on the same level as Chess or Poker, its embedded in global culture.

The guy we have to thank for Axis and Allies is Larry Harris Jr., a board game designer who unlike so many designers out there spent nearly a lifetime trying to perfect one game. Sure he designed a few others (not trying to sound dismissive here), but over the last 30+ years Larry Harris has tinkered with Axis and Allies almost exclusively, creating variations on the game and trying to perfect the original version. It is very clearly a labor of love and In interviews when he talks about Axis and Allies he doesn’t speak as a person who made a game for others to buy, but a guy who made what he viewed as the perfect world war II game that he wants to play himself. He designed Axis and Allies for him and his friends and as a gesture of good will let everyone else get a copy as well.

Axis and Allies has had many versions, variations (both official and fan made). In the war game hobby, it’s largely considered both a beloved classic and a design triumph.

It’s important to understand this aspect of Larry Harris because it is very rare for him to design and release something other then Axis and Allies. In fact designers of his caliber and attitude towards perfection are quite rare. When Larry Harris announced that he was making a new version of Axis and Allies, aka his dream project of an even larger and more epic version of the game, well, lets just say for us old school gronards and Axis and Allies fans this was the news of the century.

That game was finally kickstarted back in 2019 and found its way to table tops in 2020. That game is called War Room and today I’m going to talk a bit about why this game is so special and why anyone who loves the old classics like Axis and Allies should be paying attention.

War Room is a massive game in size and scale, but is in large part much easier to learn to play then Axis and Allies thanks largely to some very clever handling of certain elements like stress and production. It’s also a highly engaged game where most phases of the game are executed by all players simultaneously with teams cooperating.

Why Axis and Allies was so popular

Before we can talk about why we should be excited about War Room we need to talk about Larry’s first love, Axis and Allies and why it was such a popular game.

The thing you have to understand about the early days of the hobby is that their was a very clean divide in board gaming both as a hobby as as a design between games that were for the masses like Battleship, RISK or Monopoly and then there were games for gamers, things you probobly have never heard of like Rise and Decline of the Third Reich, or Ambush. Essentially the world of board gaming was divided between people who were making games they thought they could sell and people who made games for “gronards”, those beard scratching old fogies’ who believe games needed to be simulations of something and historically accurate. Games with 100 page rulebooks that complicated the shit to a point no reasonable human being could ever be expected to understand how to play and required a masters degree in English comprehension.

Axis and Allies among a few other games that should but won’t be mentioned changed all that. It was one of the first games that was released that had a manageable amount of rules that you could reasonably expect anyone to understand, while at the same time having that deep strategy and historical relevance of a game that old gronards would appreciate it. Larry broke the barrier between popular culture gamers and simulationist/historical war gamers. He gave us a crossover game that went beyond the simplicity of a dice chucker like risk and included the high level play of games like Third Reich which were the exclusive stomping grounds of veteran historical war gamers to that point.

“Chit” games are a style of game where many of the units and properties of the game are tracked via cardboard chits. These games tend to have a reputation for both being complex and fiddly, while not being particularly visually appealing.

Is the “Chit” game reputation well deserved? Perhaps. Games like Empire of the Sun laid out on the table certainly does not have the same visual sexapeal as modern games populated by miniatures and the complexity of the game is quite extreme.

For many, myself included, Axis and Allies invited you into a whole new branch of board gaming without making you feel stupid and that was both an achievement of design but also of production. Larry Harris understood the secret of games like RISK. It wasn’t that they were simple, it was that they looked amazing on the table top. Truth is that generally speaking, people are smart enough to figure out complex games but most gamers really don’t want to stair at ugly game boards and chits for 10 hours when playing one. Being a good game was simply not good enough, it needed some sex appeal.

Presentation was important, he understood that games were also toys and that people played games for the experience, not just for the deep strategy. He understood that war games in particular were about inspiring the imagination, giving players a sense that they commanded armies, that they were in charge of a grand strategy. He understood that games needed to inspire a feeling and a lot of that came from visuals.

More importantly however Larry Harris understood how far you could go with the rules before it was too far, too complicated, while at the same time, what within those rules would inspire conversation about strategy. Ask any Axis and Allies player how one wins the game with the Axis powers and you will discover that no two players will ever fully agree despite 40+ years of gaming analysis. The game wasn’t perfectly balanced by any stretch of the imagination, but what it was, was a game that said “hey, you can’t win as the Axis powers, I dare you to try”. It posed a challenge to players and this with its visual appeal has driven the success of the game for so many years.

The Problems With Axis and Allies

Suffice to say Axis and Allies despite being a stone cold classic to board gamers around the world for 40+ years, it had one key issue that most would generally agree on. A problem that actually most war games have, the hidden information problem.

The problem most war games have is that in an actual war, commanders and generals had no idea what the enemy was going to do. They would build strategies trying to predict their enemy and execute those strategies hoping they guessed right. This is a core premise that is very difficult to translate to board games and always had, commonly known as the fog of war.

Typically what happens in a board game is that one player makes a move, the other player see’s the move and then responds with a strategy accordingly. A strategy not based on the state of the game at the start of the turn, but at the end of his opponents turn. This is how it worked in most board games about war (and still does for the most part), especially Axis and Allies where a player would complete their entire turn before an opponent would act, resulting in full information disclosure about the activities on the board.. This however is never how actual wars take place, the kind of information you get from watching an opponent “make a move” would never actually be available to you in a real combat situation. You would have to give orders to your troops and put a plan in motion long before you ever got to see what your enemy was planning and you would be committed to that plan (too late to change your mind). This is what often made wars so messy, fog of war is a real thing.

War Room addresses this and I have to believe Larry Harris understood that this “information problem” was one of the key design issues with Axis and Allies that would result in the game being kind of predictable at times. Players could try different strategies, but those strategies would be revealed before opponents had to commit to any decisions in response. Hence like chess, you make your move based on the information of the opponents last move.

At the core of the War Room design, the game addresses this issue by using a method that strangely enough has been around for decades in another popular stone cold classic game called Diplomacy. The concept of hidden orders that are written down and submitted simultaneously by all participants, then executed in a turn order defined by a bidding process. This brilliant albeit very well known little design is one of the key elements to War Rooms core mechanic, notably addressing one of the key issues with Axis and Allies and in my humble opinion, one of the best evolutions of Axis and Allies.

Hidden movement/orders appears in quite a few modern games as well, many of which have broken my top 10 lists so I’m clearly a fan. Games like Game of Thrones the board game for example make excellent use of hidden simultaneous orders as just one example.

The Things That Make War Room Awesome

Ok so now that we have laid the foundation of the conversation we can talk about the game itself and there is a lot to cover here so enjoy the wall of text.

War Room as a game hangs on five core concepts.

Team Game

One of the big issues with games that have a 6+ hour timeline, in particular grand strategy games is that it’s very possible, in fact likely that some players will be eliminated from contention for the win half way through the game or perhaps even very early in the game. Those players are then forced to sit through hours of play with really nothing to drive them to care. They are going to lose and they will know that for 6 to 8+ hours.

This is one of the biggest issues with big board game classics like Twilight Imperium or Advanced Civilization for example. Long games you can effectively be eliminated from hours before the game will end.

War Room tackles this issue in a very simple and meaningful way. Its a team game. Axis vs. Allies. Your nation might be doing poorly and your contribution in the war may be limited, but you are part of a team trying to win the game together and hence, participating in creating the strategy that will hopefully help your team win.

This keeps everyone involved regardless of the situation of any given player. Its a very simple but very clever approach to solving this issue.

Hidden Action Sequence

In its most simplest form, each player for each nation they control, writes down the orders he wishes to execute for his units. Each player has a limited amount of orders they can give, hence they must choose wisely. Its important to understand that going into this sequence not being 100% certain of the turn order can be very troublesome to any planning. Part of creating the orders is bidding on the turn order with the very precious oil resources, one of the most important resources in the game.

In War Room you will execute more than just your movement/attack orders, your production choices are also hidden, another great addition to the fog of war effect.

This key design is what drives gameplay and I think is one of the more ingenious ways of handling what can often be a part of the game that creates a lot of downtime. Here all players simultaneously create their orders, teams working together on their strategy also creates a level of collaboration. In a sense it creates a great atmosphere at the table and I believe it to be one of the things that makes this game truly distinct from many other world war II games.

The Stress System

Another rather ingenious approach to design here, one of the key issues with area control war games is that often it really just boils down to who wins in key moments, or who has the most units on the board. It can be difficult in games like this to make an impact on an enemy who is clearly already winning the war. The stress system is how War Room attacks this problem.

It’s a very simple system. Anytime you lose a territory with a strategic value (which is most of them) or take a loss in units, you gain stress and as your stress reaches certain threshold you begin taking penalties to your resources and your ability to wage war.

The stress mechanic has a number of effects on the game, but the main one is that it drives the end game. Nations become worn down and eventually lose their will to fight leading to a natural conclusion of the game.

What this means in the scope of the game is that your can’t simply make a B-line for the victory conditions of the game focusing your entire army in one place, you must consider the world map as a whole and defend your positions or suffer under the weight of mini snipe attacks and watch your nation become worn down by stress even out of a winning position. The game doesn’t become about that one key battle or key strategic area, but the many battles around the world, each a potential stress point that can lead to the slow degraded performance of the whole nation.

Tactics Matter

One aspect of grand strategy games is that they zoom out very far to handle the scope of the game, which often results in the battle resolution systems being rather watered down abstractions, leaving you with a feeling that battle resolution is just pure luck of the die. Its a strange contradiction, where you play a 8+ hour game about a grand strategy but the actual individual battles boil down to a single roll of a D10 for example (I’m looking at you Empire of the Sun).

In War Room tactics actually matter. What units you bring to bare in a fight and how you decide to position them on the battlefield can turn a battle you might have lost into one you may win.

The battle board does slow the pacing of the game down as each battle on the board must be resolved individually but this creates an atmosphere that makes the game feel like a genuine war. Each battle becomes a mini event and though the game can still hinge on wild die results, you can do quite a bit with your tactical positioning to control the results of a battle.

The tactics board adds an element of focus to the game where battles become a feature rather then after thought of the grand strategy game. This is arguably the most controversial addition to the game as it does slow down the overall experience and is likely what leads the game into that 8+ rather then 5+ playtime.

If your more aggressive you may take bigger loses but you will also cause more casualties. You may know that a battle is lost, but may then focus on shooting down planes of your enemies to hurt their ability to project power in the future. Just a couple of ways where tactics and grand strategy come together in War Room.

Vulnerable Industry/Resources

War is about resources and one of the keys to any grand strategy game is the ability to attack your enemies supply lines, blow up their industrial centers to hurt their production and shutdown their transportation systems to hurt their mobility.

All of this is considered in War Room and all players must deal with the fact that they have vulnerabilities all over the map where they produce units and the method by which they transport them. Your factories can be bombed, your convoys transporting precious resources can be attacked, your rail lines can be bombed destroying your ability to move troops in your own territory.

This key addition helps the game become about something more then just taking territory, edging the generally simple gameplay into more complex strategies. To win, you want to crush your enemies ability to produce units and so attacking their resources is not only a viable strategy, it’s often the key to victory from a weaker position.

General Insight

To me War Room appears to be a game that tries to be both a war game for the deep strategist, while a fun event game for the enthusiasts without underwhelming one, while overwhelming the other. I think mileage may vary here, but as a fan of games like Empire of the Sun and Paths of Glory, I don’t find the rules and strategies of this game to be underwhelming and given my local groups play games like Game of Thrones and even Twilight Imperium on occasion, I don’t see why they would struggle with the rules of War Room.

It remains to be seen however if an 8 hour war game about World War II is captivating enough for my gaming group to keep their attention. I know that with my gaming group, if they love a game 8+ hours is not a problem. We play RPG’s like Vampire: The Masquerade and miniature games like Songs of Ice and Fire that extend well past that play time on a regular basis and I don’t hear anyone complaining.

For me personally I see War Room as less a game in the strictest terms and more of a fun event that can be run a couple of times a year. To me, event games like Advanced Civilization, Twilight Imperium and Game of Thrones the Board Game are always the most memorable games in my gaming history. I don’t play them often, in fact, some I don’t play for years at a time, but when we do, its amazing and I hope War Room will be yet another addition to that glorious history of gaming events.

From a presentation angle War Room is absolutely gorgeous on the table. It screams play me, being huge, bright and exciting to be around. I love games that inspire the imagination and give you a sense of time and place, a game that gives you a role to play and makes you feel like the whole thing is part of a larger experience that extends beyond the game. I believe War Room to be such a game.

Finally I would argue that the game manages to be huge in size, epic in scale and visually appealing while not being fiddly. To me this is a big deal when it comes to selling the concept to my fellow gamers. Realistically speaking in our group we have a lot of games competing for our table time and shelf space, so we get quite picky about what we are willing to invest in. This is particularly true when we are talking about the big event games as we already have quite a few very established favorites. War Rooms sexy size and visual component combined with its epic scale and simultaneous action phases I think will all contribute to my groups adoption as a new member of this rather exclusive club, but that initial play experience is going to be critical to its long term success. Games like this typically only get one shot to impress, but I do believe War Room has the nuts and bolts to pull it off.