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Posted by: DarkplaneDM on Jul 31, 2010 at 03:05:34 AM

I had some really saddening news today. One of my good friends and former players, a brilliant roleplayer who's been exploring dungeons since 2nd edition's early years, quit D&D - for good. Naturally, I was really surprised, especially because it was right smack in the middle of a paragon tier campaign with an ingenius encounter designer DMing. Naturally, I wanted to know why (although I had suspicions formulated from my experience DMing with him). Here's what he said in the campaign's message board:


Now, really, telling me to bring to the game what I think is missing is very easily said but very hard to do. I really like the DnD universe, I really do, but I have disagreements with the philosophy of the game as it is currently designed.

  • In the DM guide it states that the game is conceived
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Posted by: DarkplaneDM on Jul 29, 2010 at 04:20:25 AM

Names

What is a world but a group of names? Hills, houses, hollows, havens, and every other object, geographical form, and non-tangible entity needs a name. We worry about keeping mechanical balance in the game world, and about keeping an interesting style or hook, but do we worry about consistent and deliberate naming? This post will go through the important points of naming and language in a homebrew setting.

Now, maybe you're designing a small one-off adventure, or maybe you're just not interested in keeping track of what root words mean what in the languages spoken by the inhabitants of your world. If it's not your cup of tea, that's fine. But consider for a moment what benefits lie in maintaining linguistic consistency. Much of the enjoyment of RPGs is getting lost in the story and

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