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Boradorin's Library - Other - Dungeons & Dragons: Shadowplague (Vol I)
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Dungeons & Dragons: Shadowplague (Vol I)

Other
John Rogers
132
$24.99
(10) 16-0010-922-5 / (13) 978-1-6001-0922-5
Roleplaying Games
2011
G-0011
User rating: / 
PoorBest 

Review

Dungeons & Dragons:  Shadowplague (Vol I) [Click for larger image]Beginning a new era in Dungeons & Dragons history!  The genre-defining roleplaying game gets it first ongoing series in years!  Join writer John Rogers (Blue Beetle) and artist Andrera Di Vito (Annihilation) as they bring us a tale of high adventure and deep secrets.  Adric Fell leads a band of heroes in a world where civilization has been reduced to a few scattered points of light aid a rising tide of shadow.


"This isn't just a good Dungeons & Dragons comic, or even just a good comic:  It's one of the best comics on the stands today."

Comics Alliance


"It's well-considered, inclusive and faithful to where it comes from without being slavishly controlled by its past, and best of all, it's so fun and fast-paced that none of that seems evident until you've finished the issue and want to read the next one already.  More comics should be this good."

Robot 6


"Andrea Di Vito brings the entire world to life with his art."

Major Spoilers


"Rogers and Di Vito are using the basic ideas of the world setting, but branching out on their own from there for an original, entertaining story."

Comic Book Resources


Shadowplague Vol. I back cover [Click for larger image]Introduction

Any television writer worth his salt—and I assure you that John Rogers is worth sacks of the stuff—is intimately acquainted with the "writers room." It is usually a dank conference room—ripe   with the smell of take-out food, dry  erase markers, and punishing dead- lines—in which we who toil to entertain  America generate the characters, stories,  and scenes that make up the raw material  for every dramatic hour that shows up on  your screen week after week.

The writers room is a crucible.  It is a place  where you spend more time in the company  of other hyper-articulate, highly intelligent,  and desperate-for-attention social maladjusts  than you might with your family.

The day-to-day of those lucky enough to do this  job can best be described as competitive group  therapy: the sharing of all of your stories, fears,  and anxieties in the hope that they will be judged fit to become part of the show's narrative.  Being in the room requires patience, a love of yarn spinning, and a desire to create a shared universe:  a willingness to fearlessly bring to a collective story the stuff of your own life.

That's where Dungeons & Dragons comes in.  For many writers in my generation (and I am a ground-level first edition player who can claim knowledge of Gygax's primal work with the Chainmail RPG) and beyond, the gaming table—ripe with the smell of Red Pop, stale pizza, and impending frost-giant-attacks—was our first exposure to the crucible of collective narrative storytelling.

Playing Dungeons & Dragons taught me patience with other people and their ideas.  Every gaming session was an object lesson about pacing a story—knowing when to let things develop at a leisurely pace and when to stir my audience with extreme revelations and shocking destiny—and about when to insist on my way and when to let others run with the narrative ball…

Javier Grillo-Marxuach
May 7, 2011


Dungeons & Dragons:  Down (Vol III)Shadowplague Vol II (paperback)Forgotten Realms:  The Legend of Drizzt


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