![]() Precinct Three is in the Greenbelt, full of beasts and nature and a hell of a lot of forests, including the biggest tree for miles. Precinct Two sits in the shadow of New Prahv, it tends to be more of the neighborhood kind of area but it's not free of crime and deceit. Precinct One is where the wealthy and powerful rule, also known as the Guildpact Precinct. credit//Wizards of the CoastĮach p recinct is basically a world unto itself. You have the freedom to play with what's here but not enough to completely cripple what's there and disrupt what the basis of what the city is. Guildmasters' Guide to Ravnica does about as good of a job as it can to give you all the knowledge you need to craft this world as you need be while still being within the realm of what the world contains on the regular. If you're a DM looking to build a story, a good chunk of what happens in Ravnica takes place int he Tenth District, which is divided up into six precincts. You don't have to be in a guild, but really, at that point, you're just throwing away free benefits. Depending on the type of creature you chose and the class you went for, it could shape what guild you are in that makes the most sense. The Izzet and the Golgari were fun to play with, but when messing with a Wizard, as I did, I ended up leaning toward Simic. Much like how in regular D&D choosing something like the Urban Bounty Hunter gets you bonuses and special perks, so does being a part of a guild. Everyone in Ravnica belongs to a guild, and there are 10 to choose from. credit//Wizards of the CoastĪs far as the guilds go, if you're sticking to Ravnica as your home base of operations, this is what will replace your background feature. The ones we had the most fun exploring were the Vedalken and the Loxodon, because there's something about blue people and talking elephants that just amused us. All of the standard classes are in play, as well as a few subclasses, but they're divided among guilds, which we will get to in a second. All viable options for classes you might suspect and a few you might not. You have the option to become a Centaur, Goblin, Loxodon, Minotaur, Simic Hybrid, and Vedalken. You have Human and Elf as standards with a couple of minor changes, but you also get a new breed to mess with that aren't just taken from monster slots in previous books. ![]() ![]() Let's get into your options, and we'll start with the new races. That is a hell of a change from D&D worlds where towns are days apart. You see dragons in the sky as often as you would see airplanes today, giants walking down the street, creatures that look both enchanting and hideous living their lives as if Manhattan went on forever and they all populated it. And when we say everyone, we mean everyone. Cityscape as far as the eye can see and everyone living in somewhat harmony. For ages, people just kept building stuff on top of stuff on top of more stuff on top of all the other stuff they forgot was there. Ravnica, in essence, is a giant city that spans the globe. Let's touch on the third for a moment, and bare with me as I keep this very simple for review purposes and not to spoil much. The first is to give you more options outside the current D&D landscape, the second is to give MTG players a chance to interact with D&D and vice-versa, and the third is to put players in a scenario they haven't experienced before. I would say that this book serves three specific purposes. Knowing Ravnica is cool, but it is not the end-all-be-all of using this guide. Do you need to know what's going on in Magic: The Gathering in order to use Guildmasters' Guide to Ravnica? No! I've been playing MTG for over two decades of my life, and even I don't know what the hell is happening in the game and with the storylines half the time. So let's break the ice on this for a moment.
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