Tuesday, June 24, 2025

Video: 5 Reasons to Ditch D&D 5e for ACKS

Tom's Game Table hits a home run with his video today on ACKS, giving an overview and comparison between ACKS II and D&D. Please like and subscribe to his channel, and watch the video the whole way through! Let's lift up our YouTube creators who provide good content and coverage for the games we love. Show the comments some appreciation, too, as every bit of interaction helps.

Here is a slightly cleaned-up part of the transcript to get his point across:

"...all right, I have teenage boys and cousins. They have not really jived much with modern D&D. Let's say they don't they don't really - not all of them, I don't want to speak for all of them - but some of them have a sense that Dungeons and Dragons has gone a different direction than the appeal and ideas that they really like. 
These are guys who play Warhammer 40,000, old-school Warhammer Fantasy, and they play other war games. They play their video games like Call of Duty and Battlefield. 
ACKS seems to speak to them."

That feeling exactly. ACKS has this mature, responsible, serious, and masculine feeling, much like Warhammer 40K, Call of Duty, or Battlefield. It isn't excluding females at all; some classes in ACKS are female-only, and some of the deadliest, most needed, and most potent in the game. The game gives every sex a moment to shine as "the best." Some classes are for elves or dwarves only. Everyone has a role to fill. Nobody is excluded, but there is nothing wrong with having a game that feels like it speaks to you.

D&D is still here! It is what it is, and that is a good thing. There is Daggerheart, too! Different games can appeal to various people and groups; this is what we aim for in the hobby.

There is another very nice comment from Black Lodge Games (subscribe to them as well, they are fantastic) about learning the game, and this is going to help me a great deal:

"+1 for Sinister Stone. It is easy to run and a great introduction to a sandbox region. The important chapters in the core rules for GMs and players to read are Revised Rulebook: Chapter 1 - Characters, Chapter 6 - Adventures, and for GMs in particular: Judges Journal Chapter 1- Foundations, Chapter 2 - Adventures. The rest can be consumed more slowly, but those are the most important for the core rules imo."

An excellent video, and one of the best on ACKS I have seen. Please check this out!

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