Tuesday, December 24th, 2013
Wizards of the Coast Announces Thrilling
Dungeons & Dragons Launch for Summer 2014
Players fight the most fearsome monster of all time
in an exciting multi-platform gaming experience
December 19, 2013 – Renton, WA – Wizards of the Coast today announced that the highly-anticipated new rules system for Dungeons & Dragons will release in summer 2014. After nearly two years of an open public playtest and more than 175,000 playtest participants, the rules are complete. Players will be immersed in rich storytelling experiences across multiple gaming platforms as they face off against the most fearsome monster of all time.
“Just like a perfectly balanced party, Wizards has worked cohesively with fans, designers and partners to create the next generation of D&D,” said Nathan Stewart, Brand Director for Dungeons & Dragons. “We whole-heartedly thank all of the play test participants, whose feedback has proven instrumental in shaping the future of Dungeons & Dragons.”
More information about the exciting Dungeons & Dragons entertainment offerings will be available in early 2014. To learn more about D&D, visit dungeonsanddragons.com.
About Wizards of the Coast
Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. (NASDAQ:HAS), is the leader in entertaining the lifestyle gamer. Wizards’ players and fans are members of a global community bound together by their love of both digital gaming and in-person play. The company brings to market a range of gaming experiences under powerful brand names such as MAGIC: THE GATHERING, DUNGEONS & DRAGONS, and KAIJUDO. Wizards is also a publisher of fantasy series fiction with numerous New York Times best-sellers. For more information about our world renowned brands, visit the Wizards of the Coast Web site at www.wizards.com.###
Media Contacts
Sheila Tayebi
Zared Goldfarb 360PR for Dungeons & Dragons 360PR for Dungeons & Dragons
Tags: D&D, D&D Next, DND, Dungeons & Dragons, Dungeons & Dragons Next, Press Release, Wizards of the Coast, WOTC
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Friday, December 20th, 2013
Check out what super fun events are happening this weekend at one of our conveniently located stores. Whether you enjoy Magic the Gathering, Warhammer, Yu-Gi-Oh and more, we have something for everyone. In addition, don’t forget that our tables are always open for play! Gather some friends, your favorite game, and stop by your favorite Battleground Games & Hobbies for a fun-filled evening! Not sure what game to play or try? No problem! Our friendly, knowledgeable staff can help or ask for a demo!
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Battleground Games & Hobbies
1423 Bedford Street, Abington, MA
Friday:
Entry: $5.00. Start time: 7:30 PM
Friday Night Magic – Booster Draft
Entry: $15.00. Start time: 7:30 PM
Prizes are awarded to top finishers and feature the exclusive FNM promo card!
Saturday:
Open to close – play all day!
Saturday Night Magic Booster Draft
Entry: $15.00. Start time: 7:00 PM
Sunday:
Yu-Gi-Oh Sundays – Advanced Constructed
Entry: $5.00. Start time: Noon (12:00 PM)
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Battleground Games & Hobbies
25 Taunton Street, Plainville, MA
Friday:
Entry: $5.00. Start time: 7:30 PM
Saturday:
Entry: $5.00. Start Time: 7:30 PM
Sunday:
Entry: FREE! Start time: Noon (12:00 PM)
To learn more about upcoming events at Battleground Games & Hobbies, please visit our event calendar and check out the forums!
Announcing Magical Christmas Weekend! We have a long weekend chock full of awesome, super-fun Magic events to appeal to all types of Magic the Gathering players! Join us at your local Battleground Games & Hobbies location all weekend starting Thursday, December 26th and play in as many Magic events as you like, including one event never seen before at Battleground’s! Small “gifts” will be awarded randomly at every event, too.
So get out of the house Christmas weekend and come play some Magic with your friends at Battleground Games & Hobbies this holiday season. Who knows, maybe you will even win yourself a few more “presents”!
Didn’t see an event for your favorite game? Is there something you wish for us to host? No problem! Contact us and let us know what events you would like to see in the future at your favorite local Battleground Games & Hobbies! We look forward to hearing your feedback and likewise, look forward to seeing you at our next exciting event!
Please don’t forget to like us on Facebook and follow us on Twitter @battleground_gh!
Tags: 40K, Board Game, Board Games, D&D, Dungeons & Dragons, Dungeons and Dragons, Event, Events, FNM, Friday Night Magic, Games Workshop, Magic the Gathering, Miniatures, MTG, Pokemon, Pokemon League, YGO, Yu-Gi-Oh
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Tuesday, December 17th, 2013
Well boy’s and girls, it looks as if it is going to be a long time before we are allowed to enjoy another Dungeons & Dragons film.
According to ICv2.com, Sweetpea Entertainment filed suit for a partial dismissal of the infringement suit filed by Wizards of the Coast against Sweetpea regarding its plans for a film based upon the Dungeons & Dragons franchise. The planned Warner Bros. film is to be based upon D&D precursor Chainmail, not Dungeons & Dragons, the motion alleges.
Evidently, the Warner Bros. film with Sweetpea is one of two planned Dungeons & Dragons films. The other, by Universal Studios, is currently in the works with Wizards of the Coast parent company Hasbro. Additionally, Sweetpea likewise filmed suit last September to block the Universal Studios film.
Trial is set for March 24, 2014.
So Dungeons & Dragons fans, be patient – looks like it is going to be a while before we enjoy a new Dungeons & Dragons film. However, if it is anything like the 2000 film Dungeons & Dragons starring Jeremy Irons and Thora Birtch, we can wait.
Further reading: Deadline.com Article
Don’t forget to like us on Facebook and follow us on Twitter @battleground_gh!
Tags: D&D, Deadline, Dungeons & Dragons, Hasbro, ICv2, Sweetpea Entertainment, Universal Studios, Warner Bros, Wizards of the Coast, WOTC
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Friday, December 6th, 2013
Check out what super fun events are happening this weekend at one of our conveniently located stores. Whether you enjoy Magic the Gathering, Warhammer, Yu-Gi-Oh and more, we have something for everyone. In addition, don’t forget that our tables are always open for play! Gather some friends, your favorite game, and stop by your favorite Battleground Games & Hobbies for a fun-filled evening! Not sure what game to play or try? No problem! Our friendly, knowledgeable staff can help or ask for a demo!
Battleground Games & Hobbies – 1423 Bedford Street, Abington, MA
Friday:
Entry: $5.00. Start time: 7:30 PM
Friday Night Magic – Booster Draft
Entry: $15.00. Start time: 7:30 PM
Prizes are awarded to top finishers and feature the exclusive FNM promo card: Sin Collector
Saturday:
Open to close – play all day!
Saturday Night Magic Booster Draft
Entry: $15.00. Start time: 7:00 PM
Sunday:
Entry: $5.00. Start time: Noon (12:00 PM)
Battleground Games & Hobbies – 25 Taunton Street, Plainville, MA
Friday:
Entry: $5.00. Start time: 7:30 PM
Saturday:
Free, open play from open to close!
Sunday:
Entry: FREE! Start time: Noon (12:00 PM)
Didn’t see an event for your favorite game? Is there something you wish for us to host? No problem! Contact us and let us know what events you would like to see in the future at your favorite local Battleground Games & Hobbies! We look forward to hearing your feedback and likewise, look forward to seeing you at our next exciting event!
Tags: Dungeons & Dragons, Events, FNM, Friday Night Magic, Magic the Gathering, Miniatures, MTG, Pokemon, Pokemon League, Warhammer 40K, Warmachine, YGO, Yu-Gi-Oh
Posted in Blog, Board Games, Card Games, Dungeons & Dragons, Events, Featured Post, Games Workshop, Magic: The Gathering, Miniature Games, Pathfinder, Popular Posts, Role-Playing Games, Store Related, Warhammer 40K, Yu-Gi-Oh | 1 Comment »
Wednesday, November 20th, 2013
Today marks the beginning of a brand new D&D Encounters season, running from November 20th to February 12th, at Battleground Games & Hobbies called Legacy of the Crystal Shard!
D&D Encounters is an exciting weekly Dungeons & Dragons campaign that plays out one epic encounter at a time and is held every Wednesday at the Plainville location. There are two sessions available – 5PM and 7:30PM (both 2hr sessions), so it’s perfect for any schedule and easy to jump right into. If you enjoy Dungeons & Dragons, this is not to be missed! So please be sure to join us in Plainville, MA starting at 5:00PM and enjoy D&D Encounters today!
About Legacy of the Crystal Shard
“Winter has come early to Icewind Dale. The people of Ten-Towns are on edge; with food and supplies scarce, each town looks jealously to its own survival. Beyond the walls, wolves and yetis prowl the wilds, and few travelers brave enough to venture there ever return. To the north, the Reghed tribes whisper stories of the Frostmaiden, manifested in the world to punish those who have strayed from her worship. And on the slopes of Kelvin’s Cairn, an old enemy awakens to finish the conquest he started over one hundred years ago.
Legacy of the Crystal Shard is an adventure for low-level characters and can be run either as a stand-alone adventure or as a sequel to Murder in Baldur’s Gate. The adventure allows players to explore the breadth of Faerûn’s frozen north and face old foes as well as new threats to the people of Icewind Dale.”
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Tags: D&D, D&D Encounters, DND, Dungeons & Dragons, Dungeons and Dragons, Encounters, Forgotten Realms, Legacy of the Crystal Shard, Wizards of the Coast
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Wednesday, October 2nd, 2013
Battleground Games: You’ve stated that The Sundering isn’t a retroactive continuity fix, but it does appear to be a philosophical reversal, a looping back to Forgotten Realms’ “essence.” What is this essence and how was it lost?
Paul S. Kemp: “Lost” overstates things, I think. I’d say the Realms wandered a bit off the path for a while, experimented with psychedelics, joined a commune, tried out multiple marriage, and, well, it wasn’t all it had hoped.
To me, the Realms is a classic fantasy setting and – and this is important – it’s rooted in optimism and permeated with an exuberant sense of adventure. Now, that doesn’t mean it’s all unicorns shitting rainbows – far from it – but it does mean its core is, in the end, hopeful. It has a dark side, of course (every book I’ve written in the Realms explores that dark side) but the darkness doesn’t define the setting and hopelessness is not the keystone. Hope is at the foundation of the realms, optimism, a glorious sensawunda.
BG: Do you think the changes made to Forgotten Realms for 4th Edition D&D were positive for the overall popularity and growth of the campaign world?
PK: I honestly don’t know. I think on balance it *probably* wasn’t good for the popularity of the setting, but I’m on the outside looking in, so that’s speculation. In terms of growth, though – there’s a shitload of great material and development that came out of 4E (e.g. the development of the Dragonborn). So there were (and are) some quite excellent aspects of 4E that enriched the setting.
BG: You intended The Godborn to be a trilogy, but it has been folded into The Sundering series. How did that change the way you wrote the story?
PK: It actually didn’t change much at all (other than making it longer). I’d outlined the first book in the proposed trilogy and had a pretty firm notion about where I wanted the trilogy to end up (though I hadn’t gotten into the details of how I’d get there). In the end, I found that telling that story in one, longer book, worked exceptionally well.
BG: Are there details, storylines, characters, etc. hidden in this arc that couldn’t come out because of space restrictions?
PK: There weren’t, no, for the reasons I just rambled about above.
BG: Do you have a formal metaphysics for Forgotten Realms, i.e., do you have a guide as to what interactions are for “souls,” “spirits,” “gods,” and “mortals?” [I always loved the old Basic D&D to Immortals path, and from looking at some FR materials, it looks like this type of path is used in the campaign world.] For example, does every PC race have a “soul” and a “spirit?” What happens to these when they die?
PK: Well, the Realms has its own metaphysics and I don’t mess with them much. My job (when my stories have need for it) is to make them mysterious and wondrous. I did this with a scene at the end of MIDNIGHT’S MASK (the last book of the Erevis Cale Trilogy) and it seemed to resonate strongly with readers. I’m being vague here in the interest of avoiding spoilers.
BG: Why is it the case that “dark heroes” seems to resonate with audiences? Batman, Drizzt Do’Urden, Ari Marmell’s Widdershins and your Erevis Cale, rogue antagonists are very popular, why is that?
PK: You think Drizzt is a dark character? I think of Drizzt an archetypical heroic character. Entreri is a different kettle of fish, of course.
Anyway, I don’t think whether a character is dark or light has much relevance to popularity. Superman’s popular, after all. Whether the character is compelling is the point. At any particularly time, there’s always a lot of dark characters who are popular and a lot of noble/light characters who are popular. What they all share, I suspect, is that they’re compelling.
Now, that said, I think there are sometimes sentiments afoot in the zeitgeist that make one kind of character (dark or light) resonate with the audience more readily. So, when world events have featured a recent atrocity, and folks are feeling fearful, or in need of vengeance, you might see dark heroes a bit more popular than would be otherwise. But eventually that fear or need for vengeance passes and you see the counter movement – an open desire for a more hopeful future, which is reflected (to some degree) in a noble/light character.
BG: Is Vasen Cale going to be a dark hero? How did you go about developing his character?
PK: He has elements that are dark, but Vasen is more in the vein of noble character. He’s self sacrificing and, in some ways, an idealist. He has his father’s blood, of course, and that creates some internal conflict for him, but he’s very grounded in his faith and the fact that shadows bleed from his flesh is not going to shake that grounding.
In terms of how I developed him: I did it she same way I do with every character. I create the relevant facts of his background (in Vasen’s case: He’s Erevis Cale’s son, but was raised in relative isolation among an elite order of holy warriors who serve the God of the Sun) and build a fairly detailed psychology for him from there.
BG: It’s been said that an author can’t transcend their own intellect with characters (it’s impossible to write a character smarter than yourself). I don’t necessarily agree with this, but how do you personally write from the perspective of a demigod, or a deity?
PK: That’s a weird thing for someone to say. And if it were true, we wouldn’t have Sherlock Holmes, since I’m sure Conan Doyle didn’t have Holmes’ IQ.
The simple fact is that authors construct the reality through which the characters move, and and to give the impression of great intelligence to a character, an author need only have them see more deeply into events, better anticipate the moves of their adversaries, etc., and authors can do that because they built the events and the various characters’ responses to them.
BG: Will your book be one of the stories about the “iconic heroes” involved with The Sundering, or will it be more about regular folk “trying to get by?”
PK: Both, and that by design. Riven and Telamont and Rivalen are probably iconic, and they provide the story with the broad, panoramic view that such powerful folks often take. Vasen, Gerak, and Orsin, on the other hand (all of whom are new characters, first introduced in this novel) take a smaller, more personal view. The dynamic between the two types of characters is fun to write.
BG: What is it about Forgotten Realms that attracts you, and inspires you to write in this world?
PK: First and foremost the sense of exuberant adventure I mentioned above. I love that. I love it’s detail, it’s richness, and I love that despite all that detail and richness there are innumerable areas and corners of the Realms in which an author can elbow out some space of their own and build something new. It’s just a lot of fun.
BG: Go through your typical day of writing. How early do you get up, how many hours do you write, how many times you do throw the tennis ball against the wall?
PK: I have a dayjob, so I tend to write in the evenings after the kids go to bed. There’s no magic to it. I grab a whiskey, sit in my library and start writing. That’s about it.
Paul S. Kemp is a graduate of the University of Michigan-Dearborn and the University of Michigan law school. When he’s not writing tales in Ed Greenwood’s magnificent brainchild, he practices corporate law in Detroit.
Alfred O. Cloutier has contributed to Dragon Magazine, and has edited for a number of other gaming publishers. He can be found at Facebook.com/blaulb.
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