Archive for the ‘Storytelling & Roleplaying’ Category

Bind Your Prisoners!

Friday, December 2nd, 2011

Binding the hands and feet of prisoners is a classic way to end a combat early or without having to kill everyone in sight.  It’s an especially heady (if not civil) decision when you need to interrogate prisoners, keep them safe (or out of your way) somewhere until you come back, or turn them in to the local authorities for a reward. 

And don’t forget – your enemies have their own nefarious reasons to bind you, too!

Yet the rules and options aren’t all clear or in one place when it comes to this simple and effective way to deal with the scoundrels you capture on your adventure.  Here’s a quick review of your options, from skills to mundane gear and finally, a few magical tools. 

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Got Character? Give Them Pain and Suffering

Tuesday, November 29th, 2011

Ever notice how the pain and suffering of some of your favorite characters in books, TV, movies or campaigns – and how they deal with the unenviable hand they’re dealt – is exactly what draws you into their story?  Frodo, Aragorn, Buffy, Angel, Selene and even Conan. 

There’s something about experiencing their struggles and trials first-hand, from every angle, that leads us to being sympathetic and even identifying with their scars, skeletons and fears.  They leap off the screen or from the pages – or in D&D, they vault right out of the game and gameworld, capturing your imagination. 

You root for them because of what they’ve gone through, who they are because of it and who they become.

In your D&D stories, whether you play or DM, you too can bring your characters to life by getting right to the heart of their pain and suffering.   

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New Campaign Inspiration: 18 World Hooks

Friday, November 18th, 2011

Love your home brew campaign setting, and how much you borrow, pillage or re-imagine for your own, unique world?  Does its breadth, evocative landscapes and both natural and unnatural dangers excite you?  Looking for that next bit of inspiration for your next home brew campaign?

Much like Dark Sun or the Underdark, the natural world – its amazing and colorful contours, mighty forces of nature, and motley natives – have served as simple, yet powerful inspiration for countless homebrew D&D campaigns since the dawn of the game. 

Looking for some help on how to decide where you and your player characters should explore or journey to next?  

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Be Evil

Tuesday, November 15th, 2011

Be evil.  Yes, you.  Be vile, despicable evil.  We already know you can and will do it!  Don’t deny it!  Give in!

How?  Ah, yes, of course you have questions about being truly wicked. 

First, however, let me share what it is like to to contemplate and create my only two evil campaigns.  After all, evil need not be ignorant – in fact, at its most heinous, it can be alarmingly enlightened.

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True Encounter Difficulty: Lethality vs. Resource Management

Tuesday, November 8th, 2011

What does encounter difficulty really mean in D&D 4e?

Since the dawn of 4e, I’ve struggled with this question.  The many times I’ve DMed and used the incredibly handy Encounter Calculator over on the D&D website, combined with a few years of seeing how those “Standard,” “Hard,” and even “Too Hard” 4e encounters actually unfold, have left me in a quandary. 

As I’ve mentioned on Twitter, I’m not sure whether XP values for encounters measure challenge level or difficulty anymore.  The mechanics of 4e, drastically different from its predecessors, now have me re-thinking what encounter difficulty truly means in D&D. 

Today, does it mean “degree of resource management,” rather than a measure of “deadliness or lethality,” like it did in previous editions?

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Tabletop Deathmatch: Dragon Age vs. D&D

Tuesday, November 1st, 2011

What really is the difference between these two popular tabletop RPGs? 

Dragon Age has gotten a lot of hype in both video game and tabletop RPG form, so my playgroup has been curious.  And well, after playing in a Dragon Age-inspired heroic tier Shadowfell campaign, my brother was itching to GM an official DA campaign, including their unique rules system. 

We’re all veteran D&D gamers – and really haven’t played much at all besides D&D all our lives.  I mean, we’ve loved every edition, and it’s always been the RPG, so why mess with a good thing?  Still, even loyal D&D gamers like us yearned for something different, perhaps something even more elegant than 4e’s rules-heavy and tactically rich environment. 

So with only our resident power gamer fearing the worst, the rest of us welcomed the chance to try something different every other week while I continued to run our D&D 4e epic tier Frostfell campaign in between.  (My brother and I rotate DMing a good portion of the year, week-to-week.  If your group doesn’t give your “main” DM a break and a chance to play now and again like this, it should!)

And so, last week, we played our very first Dragon Age dark fantasy RPG game!  Much like Newbie DM’s experience, we loved it.  And I especially loved now being able to compare D&D 4e with Dragon Age.

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Meeting R.A. Salvatore

Friday, October 28th, 2011

More than fifteen years ago, I took my younger brother with me up to the local mall to our first book signing ever: R.A. Salvatore was going to be at our local Waldenbooks in Lincoln, RI!

That mall and bookstore were actually the places where I discovered my earliest fantasy fiction and gaming favorites: the D&D Red Box, the Dragonlance Chronicles and Icewind Dale trilogies, Homeland (its thoughtful journal-style presentation blew me away), and D&D 2nd edition.

I read them all, cover to cover, every word, with such joy and enthusiasm.  I literally couldn’t put any of them down!

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Rest a Moment

Tuesday, October 25th, 2011

The short rest is 5 long minutes.  It’s short enough where it’s convenient to recoup from and for most fights, but it’s long enough where it’s sometimes silly and allows the story’s timeline to be filled with all sorts of new DM-conjured ramifications.  More horrible yet wonderful battles and trials for your heroes!

And, yes, the short rest also clearly suffers from Sounds Too Gamey Syndrome (and yes, I’m trademarking this!), one of my 4e pet peeves.  As much as I try whether  I play or DM to reword the short rest in-game into something more elegant, most players are fine saying painfully horrid things like, “Wait, we should take a short rest,” repeatedly, while inside an evil-flavored meat grinder of a dungeon.

For those of you who still wince or feel awkward saying or hearing “Short Rest” in and out of character, try this alternate or additional rule… wait for it…

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Make It Cinematic: More Exciting Magic Item Identification

Tuesday, October 18th, 2011

Recently, Dungeon’s Master talked about how we can and should Make Magical Item Identification Harder.   

After all, a simple purchase or short rest and bang! – you know what your magic items do.  It doesn’t get any easier, and it hasn’t been that easy in D&D as long as I can remember.  But it is now!

Still, I’m not sure it’s difficulty that’s most worrisome when it comes to magic item discovery, identification and the specific wonder and mystery involved. 

Don’t make magic item identification harder.  Make magic item identification more exciting!  

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Not Every Encounter Should Drive the Plot Forward

Friday, October 14th, 2011

Every encounter should advance the plot.

You see this tip a lot in blogs, or on Twitter, and guess what?  It’s wrong.

Think of your favorite stories, in any medium.  Think of your favorite miniseries or novel series.  Aren’t there always stories within stories?  Perhaps even some loose ends you’re dying to learn about?  Asides, flashbacks, a break from the “main plot” – they’re everywhere, and they enrich the characters and make the world more believable and rich.

A brief “special guest star” or “side trek” is OKAY.  Really!  More than one, even!

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