Matthew Lillard Explains Beadle & Grimm’s $500 Dungeons & Dragons Adventure
The past several years have seen momentous growth in the cultural interest around tabletop games, and the beating heart of this mass moment is Dungeons & Dragons. It’s no surprise, then, that there’s now an attending set of prestige products for the discerning D&D player. And by prestige I mean prestige. The production company Beadle and Grimm’s created a boxed, Platinum version of last year’s Dragon Heist that sold out at the price point of $500, and they’re creating a Silver Edition of the upcoming Ghosts of Saltmarsh that will take some kind of similar shape at a lower price point. But a question lingers: if we’re sitting down to the enjoy the tabletop theater of the mind, then why the hell would we spend all of this money on it?
That was my gut reaction to the product, and I’ll admit that I still can’t shake the feeling that there’s something deeply strange about the whole thing. But after looking through the Platinum Edition of Dragon Heist, I have to say that I can understand the draw behind the product. The pitch is that the box has everything you might want to jumpstart and facilitate the play of a Dungeons & Dragons module.
A module is a pre-written scenario created by another person or company (like Wizards of the Coast) that allows a Dungeon Master to pick up a book, read through it, and then run it for their players. It’s a lot of work, but it’s a different kind of work than creating and crafting your own world as a Dungeon Master, and it requires a lot of prep to perform the content for your players. What Beadle and Grimm’s prestige editions of Dungeons & Dragons modules do is allow the Dungeon Master to shortcut some of that preparatory work. Instead of reading a found note to players, you can hand them the one that comes in the box. Instead of describing a medallion found on a dead body, you can let them feel the facsimile. Instead of digging through your massive box of miniatures for ones that sort of work for Dragon Heist, you can use the exact correct ones.
As a Dungeon Master, I started out ambivalent about this. Part of the work of running a D&D game is making choices about what maps to prepare, what enemies to queue up, and what parts of the module you think might need to be cut to make the game a little easier. Those are all tactical choices, but those are fundamentally different than the ones that you might be making after you sink a few hundred dollars into a box of map tiles, deconstructed manuals, and prepared information sheets for every enemy. You might feel like you need to do it all. You might feel compelled to really go for it in a way that you haven’t before. So there might be less work in some areas, but that might make more work in others.
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