Review: The Book of Many Things
WotC has woven many spellbinding narratives in the grand tapestry of Dungeons & Dragons. Few have captured the collective imagination of players and DMs as much as the infamous Deck of Many Things. With “The Book of Many Things,” WotC revisits this iconic deck and expands it into a full-fledged toolkit that breathes new life into the D&D 5th edition as we anticipate the 2024 core book refresh.
This feels like “The Book of Many Things” is a culmination of everything Wizards wanted to incorporate into D&D 5e but hadn’t quite included. It feels like a love letter to the fans and a bridge to the upcoming revisions, ensuring compatibility and continuity. This strategy of layering new content atop the established foundation without disrupting the gameplay veterans know and love is great.
The set itself is an impressive collection: a 192-page hardcover book and an 80-page guidebook that delve deep into the lore and mechanics of the expanded Deck of Many Things, which now comprises 66 beautifully illustrated cards. Each card is a doorway to potential chaos, a slice of fate that can alter the course of a campaign in thrilling and unpredictable ways.
Visually, the cards are stunning. Lavishly illustrated, each card serves as a functional gameplay element but as a piece of art worthy of the long and history of D&D. The artists have outdone themselves, ensuring that each card captures the essence of its effects, from the mundane to the mystical.
The guidebook provides an innovative framework for using these cards to build adventures. The “adventure spread” allows DMs to use the Deck as an oracle, laying out cards to randomly generate encounters, locations, and plot twists. This method of adventure creation is both a practical tool and a source of inspiration, enabling DMs to craft sessions that are spontaneous and vibrant, with a flavor of unpredictability that keeps players engaged and on their toes.
From a practical standpoint, the utility of “The Book of Many Things” is immense. It provides a wealth of new options for both DMs and players, from new monsters and magical items to character options and organizations, all inspired by the Deck. The inclusion of advice, adventure locations, and new rules for using the Deck in-game makes this more than just a supplementary material—it’s a core resource that enhances every aspect of the D&D experience.
I can’t help but look at it and think of my teen years, pouring through RPG books for random stuff to add to my game. If I was younger, I’d be constantly using this and pouring through it over and over again to grab any elements I could from it. Being old and busy now, it makes it harder.
Using both the book and the deck is a boon for those who love the spontaneity of tabletop RPGs but also appreciate a structure that guides the narrative flow.
For players, the excitement of drawing from the Deck has always been a high-stakes gamble. Now, with additional cards and refined effects, the experience is more balanced but no less thrilling. The possibility of drawing a card that can significantly alter your character’s destiny adds a layer of tension and potential for storytelling.
“The Book of Many Things” is a standout addition to D&D. It respects the heritage of the game while pushing its boundaries in innovative ways. For anyone passionate about D&D, this book is not just a useful tool but a source of inspiration —a testament to the creativity and chaos that lie at the heart of every great adventure.
I am impressed and delighted by every aspect of this release, from the stunning art of the cards to the ingenious guide to building adventures. “The Book of Many Things” is a treasure trove that will enrich every D&D campaign it touches.
-Wizards of the Coast sent a copy of The Book of Many Things for Dice Monkey to review.