nonesensed's review

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4.0

This book has a lot of fun new NPCs and player choices to add to your campaigns. The setting is also well though out, but you can tell this first and foremost is a game guide for fans of Magic: The Gathering who want to play around in that world in the D&D way. 

As someone who's never played the card game, I understood the gist of the setting, but wasn't really grabbed by it. I glimpsed a compelling and story driving center to it, but with what I'm assuming is years and years of lore and context summed up as "here are some guilds, they will fight each other to the death unless One Specific Person is present and he often isn't" it didn't pull me in.

Still, plenty of neat new material to work with here, whether you want to play a game in this setting or expand the spells and NPCs of your homebrew! 

jjvaldezbooks's review

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waiting for my Strahd campaign to finish so I don't spoil myself on anything

cianistired's review against another edition

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informative slow-paced
  • Plot- or character-driven? N/A
  • Strong character development? N/A
  • Loveable characters? N/A
  • Diverse cast of characters? N/A
  • Flaws of characters a main focus? N/A

3.0

aspeights's review against another edition

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adventurous informative medium-paced
  • Plot- or character-driven? N/A
  • Strong character development? N/A
  • Loveable characters? It's complicated
  • Diverse cast of characters? Yes
  • Flaws of characters a main focus? N/A

4.75

snazel's review

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4.0

Really well done source book, and the use of guilds has sparked some interesting thoughts about factions. I'm not sure I'd want to run a campaign here, but still really enjoyed the mechanical tweaks (ESPECIALLY the allies and adversaries within your guilds!).

My one woe is I really wish we had bigger maps of the headquarters of the guilds that are mentioned, those sound fantastic.

dylansmphillips's review

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4.0

Guildmasters' Guide to Ravnica by James Wyatt is a great supplement for those DMs who either want a pre-built world, or some mechanics and extra personality to add to their own homebrew. The Magic: the Gathering setting is quite layered with a deep history but for many, myself included, the world isn't quite what we want for our campaign. Thankfully, this book also brings a myriad of awesome mechanics and ideas that can be easily translated into any homebrew. It helps to define the layers of guilds and factions, allies and adversaries, which can add a ton of intrigue to the subplots throughout one's world.

TL;DR: Great Magic: the Gathering world setting for those that want it. Even better to help lay the foundation for guild and faction creation for those wanting to homebrew their own political and cultural landscapes.

arthurbdd's review against another edition

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3.5

Nicely presented but not quite my thing in the long run. Full review: https://refereeingandreflection.wordpress.com/2019/06/03/mini-review-how-long-has-this-been-on-the-cards/

zestyudders's review

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4.0

They should of called this the Guide to the Guilds of Ravnica. This book is amazing when it comes down to the various factions or guilds of the setting, but as for information pertaining to the world its self, well its a bit lacking. As a book expanding on faction rules excellent. As a book on a world setting it left me wanting more.

heregrim's review

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5.0

What is there not to love about combining my favorite magic setting in my favorite RPG.

gilbertog13's review against another edition

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informative slow-paced

4.0