The 2024 revamp of is now almost complete thanks to the release of the new . This 2024 version comes with plenty of updates and new features that make it a worthwhile purchase, but some of the content sounds cooler in theory than in actual practice. Still, it's a great resource for DMs that should appeal to anyone interested in trying their hand at running a campaign or session — and it's a nice upgrade from the 2014 .
Releasing everywhere on November 12, the 2024 is in early access now on. During this time, I've used the 2024 rules with two different groups, each with different playstyles and undertaking different adventures. For reference, one of the groups uses only the new 2024 rules from the, while the other is playing with a mixture of 2014 and 2024 rules.
The new structure of the 2024 makes it easier than ever to use. There's a flow to each of the chapters and an organizational method that makes sense and is easy to digest. Even as someone who's DMed plenty of games in the past, I found the 2024 to be refreshingly simple in its approach. This isn't like a campaign book, so it's doubtful anyone will read it from cover to cover, so the way it's divided up is important. There's also a helpful Index in the back that I absolutely adore.
What started out as a way to hang out with friends during the COVID lockdowns quickly turned into a regular weekly meet-up playing D&D.
While earlier chapters focus more on introducing new DMs to its processes, «Chapter 4: Creating Adventures» and «Chapter 5: Creating Campaigns» are likely to be where most people will spend their time. The step-by-step campaign structure is certain to be helpful for beginners, but it's also divided up in a way that should benefit even longtime DMs. The chapter on Cosmology is interesting for world-building lore and the final two chapters deal with treasures and bastions, respectively.
The subsection on Magic Items in the is a highlight, and the place I found myself going back to most frequently.
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