Sword Coast Legends is a newly-released D&D cRPG that has entrenched itself deeply within Wizards of the Coast territory, all the way down to adoption of the 5th edition core ruleset. For those of us who haven't yet dug our way out of the insurmountable pile of 3.5 books, the ruleset may be unfamiliar, but it's still D&D.

We've previously covered Sword Coast Legends, with our first round of coverage from GDC – near the game's unveil – and the most recent at PAX Prime. Until recently, our only hands-on sessions with the game were as players, with one limited on-the-fly DM session. This DM session dropped me in to a premade dungeon crawl with my staff (“with,” not “against,” because we're playing co-operatively to enable a good experience); my role here was limited to staying one step ahead of the players, trying to plant mobs and traps according to current challenge. I did not get to look at the actual DM toolkit – the utilities used for making longer campaigns and custom modules – until the last two weeks.

This time, I spent about eight hours building a fully fleshed-out module, complete with back-story, multiple levels, and custom quests. The objective was to give my old D&D group a run that'd remind us of the tabletop days.

N-Space’s Sword Coast Legends -- a game we’ve talked about on the site multiple times -- has been delayed again. Originally, the game was going to come out on September 8th; it was then pushed back to the 29th -- next week -- but, alas, the release date has now been shunted to October 20th. The console version of the game has now been retargeted for 1Q16.

“Keegan Dies” was the name of my custom-tuned, rogue-killing Zombie I built while playing Sword Coast Legends at PAX Prime 2015, named affectionately for the team’s video producer. Other monster types were considered – demons, giant spiders, and drow – but a zombie seemed a fitting start for the dungeon.

We haven’t looked at Sword Coast Legends since GDC 2015, where we were limited to a hands-off presentation of the game’s DM and player modes. Since then, developers n-space have improved tremendously upon the game’s user interface and overall presentation.

Sword Coast Legends is a new PC RPG rooted in Dungeons & Dragons ruleset, borrowing inspiration from the likes of Baldur’s Gate and Icewind Dale. The game is slated for a September 29 release date on PC, Linux, and Mac. This Sword Coast Legends gameplay preview looks at the (mostly) finalized DM mode, the campaign tools, and hands-on impressions of the mechanics.

Our GDC 2015 interview with Sword Coast Legends developers n-space showcased the game's DM mode, which hands the reigns of dungeon management over to another player. With a few more months of development behind the game, nSpace President Dan Tudge and team have posted a few gameplay videos showcasing dungeon setup tools and gameplay.

Dungeons & Dragons defined the role-playing genre in nearly every aspect of its modern representation. As video games became possible and grew in popularity, upstart game developers -- to include industry legend Richard Garriott -- began adapting their own D&D campaigns to PC gaming. This spawned the likes of Ultima and similar titles, but inevitably gave way to Baldur's Gates 1 & 2, Icewind Dale, Neverwinter Nights, and many more RPGs.

Classic RPGs with tabletop-like mechanics seem to be undergoing a bit of a resurgence right now. Shroud of the Avatar is being developed by Garriott's new team, Portalarium; Underworld Ascendant just received Kickstarter funding, presented by Paul Neurath's upstart; and now, Sword Coast Legends revisits gameplay elements introduced in Baldur's Gate, with the addition of a DM mode.

Dungeons and Dragons has had a tumultuous history in video games. The tabletop gaming system has been used to create classics like Baldur’s Gate, Planescape: Torment, and Neverwinter Nights, as well as a slew of less memorable titles.

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