Why The Wild Beyond the Witchlight Is the Best Dungeons & Dragons Campaign of the Year
Dungeons & Dragons is known for its strangeness and out-there ideas. Abyssal demons and nefarious goblins duel with mages, warlocks, and rogues over hidden treasures and fantastical cities. Playing the game is most often associated with rolling up a character, figuring out who your enemy is, and then taking part in a longform adventure campaign to slay some creatures and restore some kind of order to the world. For the most part, the published adventures from the developer Wizards of the Coast fit this formula nicely, and they’re engaging and pleasurable to read and play through. However, this fall saw the release of The Wild Beyond the Witchlight, a slightly off-kilter adventure, and I could not get through the end of the year without making sure that I highlighted it.
Witchlight has a couple of core assumptions that make it different from your average Dungeons & Dragons adventure. The first is that the entire thing, which could easily take more than 30 or 40 hours to play depending on your group, is designed to be resolved without resorting to combat. D&D’s roots in wargaming mean that it has a robust set of combat mechanics, and the reality is that many of the encounters created within its framework implicitly allow for violence as a last resort. It takes place in fantasy worlds where, when push comes to shove, problems can be resolved with swords and spells.
Witchlight begins from the assumption that this is either unnecessary or a bit boring. Taking place across a plane called the Feywild, a sort of fairyland, Witchlight leans into the conflict resolution of myths, folktales, and jokes rather than epic fantasy. You can collect truffles to get on the good side of an informant. You can sneak around a carnival and pry information from its workers. You can solve a substantial part of one chapter of the campaign by thinking through some riddles supplied by intelligent goats. It is a capacious, weird form of D&D storytelling.
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