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TTRPG REVIEW: The Düngeonmeister Goblin Quest Coloring Book

By 3:00 AM

 


Jef Aldrich and Jon Taylor have contributed to more of my tabletop campaigns than I think either of them realizes. My monthly afternoon-spanning game in Richmond is now traditionally accompanied by a Düngeonmeister cocktail (last time was a Slippery Grippli), and The Ultimate RPG Tarot Deck has stood in for both my Fey Wanderer's attempts at augury and a Blades in the Dark character's obsession with having his fortune told. There's a certain intersection of creativity and familiarity that turns out this variety of Swiss army gaming tools, and it's happened again.

The Düngeonmeister Goblin Quest Coloring Book is exactly what it says on the tin: a coloring book (with very nice art by Zachary Bacus). The book follows the story of a typical D&D-style campaign, starting from a group of adventurers thwarting a goblin raid and ending with a fight against a mighty dragon. But also, you'll be needing your dice.

There are two ways to play with this book alone, and both of them affect the story. The first is to color in whatever way sparks joy, then pop back to the tables in each section and see what you've inflicted on the heroes of the Greenscale Company. The other is to come in with your dice in hand (d10s and d12s are all you'll need) and see how your rolls affect the party (and your coloring choice).

The book also comes with maps large and small, which you can repurpose for your own games. Some of the tables included can also be repurposed for quick encounters, including a boss fight with several statted-out varieties of dragon. And—best of all in my book—there's a d100 table to quickly generate magic items that range from the silly to the profound. (Going to start petitioning my DM for The Discerning Lady's Spring-Loaded Dagger.)


If there's a youngster in your life interested in gaming but not quite ready to take up the dice, this would be a great introduction, too. The influence of dice rolls on the story and the way the pages are colored is a nice, low-stakes metaphor for the agency players have over their game. (And, of course, the joy and terror of dice rolls.) And even if you just want to enjoy the story and color at your leisure, it's fine for that. The interaction doesn't feel like an obligation so much as a bonus.

If you're already as familiar with the Düngeonmeister line as I am, you hardly need me to tell you this is worth your while. But if you are new to the works of Aldrich and Taylor, this should win you over quickly.

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