Reviews

Explorer's Guide to Wildemount by Wizards of the Coast, Matthew Mercer

nonesensed's review against another edition

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5.0

If you're a fan of the actual play show Critical Role and you want to play in the same world as the Mighty Nein (and Vox Machina of course, though this is not about their home continent), this is the book for you! While I enjoyed the first release from this setting, this second installment in their world book is far more in depth and broader. You get plenty of fun adventure hooks, NPCs, magical items, creatures, lore and lovely art.

Highly enjoyed this book and will be using plenty of its info both in my Exandria set campaign and other games I DM! 

jupitersmoons's review against another edition

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5.0

I canr wait to play this

heregrim's review against another edition

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5.0

Love Critical Role, so when the opportunity came to delve into Mercer's world I couldn't wait to see what I found. The Lore and Races chapters were my favorite, followed up by the Vestiges of Divergence and the new Arms of the Betrayers as I have always been curious on building scaling magic items.

tymarie's review

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2.5

2.5
A great premise, but not fun to read. Some good moments but overall a disappointment. Some poetics that stick with you. Not the space adventure that the abstract promises.

tymarie's review against another edition

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5.0

Matthew Mercer proving once again that he is a master of world building and a practitioner of inclusive RPG

dllh's review against another edition

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This is a sourcebook/reference. I didn't read it straight through from cover-to-cover, though I did read a great deal of it straight through. It's not one I feel like I really ought to give a starred rating, as it's kind of an anomalous book. It's a neat book, full of imaginative stuff you can use to build a D&D campaign.

ness's review

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adventurous informative medium-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

4.0

chrisshorb's review against another edition

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4.0

I will use parts of this for sure. Like the subsystem for magic items that evolve with the characters. Also liked the northern islands that are pretty much adventure locales for weird science fantasy.

Finally the 3 big nations, multiple factions, and a central conflict - a war between the two great powers make this an excellent template for world building.

mytearsricoxet's review against another edition

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5.0

Matthew Mercer please marry me

dylansmphillips's review against another edition

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5.0

Explorer's Guide to Wildemount by Matthew Mercer is a deceptively important addition to any DM's bookshelf if they desire to build a strong homebrew world for their campaign setting. Matthew Mercer, creator of Critical Role, uses his own world of Exandria to explore the ideas of factions, allegiances, and city structure in a way that most companion books in Dungeons and Dragons overlook. The detailed dive into how these various entities work together to create a living, breathing city is essential in helping to truly enthrall your players, and the addition of new patrons, a list of magic items, and new monsters certainly helps.

TL;DR: Essential for a better understanding of world building in D&D from a well known example.