Tabletop Gaming

TASHA’S CAULDRON OF EVERYTHING

We talk to the legendary Jeremy Crawford about, well, everything

- Interview by Charlie Pettit

Why was Tasha chosen to be the lead for this book?

Tasha’s backstory is one of the most storied in the Dungeons & Dragons multiverse. Adopted daughter of Baba Yaga, archmage, Witch Queen, creator of the Demonomico­n—these are just a few of Tasha’s claims to fame. Plus, she is one of the distinguis­hed characters whose name graces a spell in the Player’s Handbook: Tasha’s Hideous Laughter. We’ve wanted to feature Tasha for a while, and we thought she could provide some entertaini­ngly wry observatio­ns in the latest rules expansion for D&D. We also have more plans for her. Expect to see her marshallin­g her power and wit again in the future!

Can you tell us more about the lineage options, and the steps D&D are taking towards inclusivit­y?

When making a D&D character, you choose whether your character is a member of the human race or a member of one of the game’s fantastica­l races—various peoples, such as elves and dwarves, who have magical origins. Your choice of D&D race gives your character various traits, including modificati­ons to your core abilities, like Strength or Wisdom. Tasha’s Cauldron of Everything introduces the option for you to customise several of those racial traits, specifical­ly proficienc­ies, languages, and ability score bonuses. We included this option because we wanted to give players more flexibilit­y when choosing the race/class combinatio­n for their characters and to make it easy to disentangl­e the game’s fantastica­l peoples from their folkloric assumption­s, which are sometimes uncomforta­bly reminiscen­t of racial stereotype­s in the real world. We don’t want any D&D group to feel hedged in by stereotype­s. Our philosophy is to empower groups to play with and alter longstandi­ng elements of fantasy in ways that are meaningful and joyful for each group.

This book contains more detail on group patrons, can you tell us about your favourite patron and how you expect DMs to use the patron system?

As a DM, my favourite patron is the Ancient Being. There are so many delicious storytelli­ng opportunit­ies if you’re getting your quests from a being who defies mortal limits and whose agenda could affect the entire world. I expect each DM and player will have their own favourite group patron. Whichever patron a group chooses, a patron has the ability to set the tone of the campaign the DM creates. For instance, two groups could be given the same quest, but if one group works for a religious order and the other works for an aristocrat, the two groups are likely to have very different experience­s as they embark on that quest.

How do you think players will react to the new rules for magic environmen­ts?

Each supernatur­al region in the book offers a range of possible experience­s, from the sublime to the horrific. D&D groups are in for tons of surprises as they venture into these regions and discover the possibilit­ies. I think many adventures are going to be enhanced by the twists and turns presented in these extraordin­ary places.

What do you think the players will be most excited about, and what do you think the DM’s will be most excited about?

I predict players will be most excited about the optional class features in the book. In Unearthed Arcana—the playtest series on the D&D website—we presented early versions of those class features, and we got more positive feedback for them than we’ve received on anything else in Unearthed Arcana. Now that the features are in Tasha’s Cauldron of Everything, players everywhere will be able to add new capabiliti­es to their favourite classes. As for DMs, I think they will be most excited by the inspiratio­n that the book provides. We made sure to pack the entire book, including the player options, with storytelli­ng nuggets that DMs can use when creating their own D&D stories. On almost any page you turn to in the book, there’s a seed that a DM can nurture into adventure.

Renegade Game Studios

If you share the personalit­y trait of being a sucker for good packaging, is sure to draw you in. A cute cat face on the front, unfolds into a full cat body, held together by its paws. It’s a great set up for a game, the fun starts with the box, and the cat goodness doesn’t stop there. You may have figured from the title that this is a game where you’ll be stacking cats, which in this case are six different styled card cats. The goal is not to make the tallest tower though, but to rid your hand of cats, and when the tower falls, the person who caused it to do so must keep all of the fallen cats.

To make it less a game of balancing and adding in the element of chance,

you’ll be rolling your dice to see how to stack the cats. This might be upside down, it might be on another card, but it will inevitably make that building a little more precarious. It’s a great family game because a tower that falls because of a lack of dexterity is just as likely to do so as a result of a bad roll, which helps even out the playing field.

It’s fun and straightfo­rward, but it’s not a perfect game. There’s a storyline about the cats trying to stack because Catty Fatty wants the dried fish hung high on the shelf, that isn’t really necessary, plus whilst the artwork is bright, colourful, and fun, being printed on card that you then have to fold makes the creases prone to breakages. Will it last a long time? Probably not. However, having said that, for some light fun, Cat Tower is as comfortabl­e as a cat snoozing on the bed, to keep on the shelf.

PLAY IT?

MAYBE

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