With the War Wizards in power (or supporting those who are) I'd think that you'd get a situation where the people able to scheme against the state most effectively would be other wizards of equal might. I guess the War Wizards could outlaw sorcery to prevent magical rivals from operating in their realm, or could recruit all children with magical potential into their own order in much the same way as the Jedi Knights prevent the formation of other force sensitive groups. But given that this is a...
View full commentWith the War Wizards in power (or supporting those who are) I'd think that you'd get a situation where the people able to scheme against the state most effectively would be other wizards of equal might. I guess the War Wizards could outlaw sorcery to prevent magical rivals from operating in their realm, or could recruit all children with magical potential into their own order in much the same way as the Jedi Knights prevent the formation of other force sensitive groups. But given that this is a fairly standard D&D world, arguably the Standard D&D world these days, surely the logical thing for schemeing nobles to do would be to recruit their own adventuring companies to their cause. For perfectly legitimate purposes of course... So then they have highly powerful wizards counteracting the scrying of the War Wizards, and lending their magics to aid them in transmitting messages and organising clandestine meetings.
You'd end up with a sort of cold war, or magical arms race where the Noble's pet wizards are constantly trying to perfect new counters to each new scrying spell that the War Wizards churn out. The War Wizards would obviously know what was going on, but they'd have to figure out who was a traitor and who was just employing some adventurers to clear out the dungeons in their hills. If they were to openly move against one or other of the great houses without a lot of proof then they'd just provoke their enemies to join forces against them.
Maybe the war wizards could defeat the three or four casters a noble house is likely to employ, but could they prevail against several houses sharing their magical knowledge? Maybe they could win, but would the collateral damage of several epic level casters battling openly be worth the risk. I guess they'd have to assess that on a case by case basis.
I can see a campaign model where one player is the Lord of a great house, a couple of others are his Wizards, the Fighter is his senschal, the Cleric his chaplain. etc.
Because I don't want to see this column go, I'm going to be selfish and ask you to write another couple entries. We have learned a bunch about Iomandra, but I'm extremely curious about the type of campaign you are considering running next. Therefore, I would really appreciate you giving us some insight into the themes that are getting you excited for the next go around. I think this would be the perfect "intermission" for you column, as I refuse to believe you have run out of topics...
View full commentBecause I don't want to see this column go, I'm going to be selfish and ask you to write another couple entries.
We have learned a bunch about Iomandra, but I'm extremely curious about the type of campaign you are considering running next. Therefore, I would really appreciate you giving us some insight into the themes that are getting you excited for the next go around.
I think this would be the perfect "intermission" for you column, as I refuse to believe you have run out of topics to talk about forever.
If you are truly finished, then I would suggest WotC begins a new column where each week you have a different employee talk about a memorable campaign, adventure, or encounter they have run or played in; it's these stories that help inspire us all.
I have few words that can do my thoughts justice, but I'd like to try. Very simply, Dungeon Mastering is the reason I can feel "okay" in this place, and your words are the reason I am a Dungeon Master. I don't think I can ever thank you enough for that. Appreciated. - Barker
View full commentI have few words that can do my thoughts justice, but I'd like to try. Very simply, Dungeon Mastering is the reason I can feel "okay" in this place, and your words are the reason I am a Dungeon Master. I don't think I can ever thank you enough for that.
Wotc should release Heroes of the Astral sea and The book of Exalted Deeds for 4e. They should also announce a new dungeon command set, Dythan's legion or Bael Turaths Cabal (dragonborn orTiefling warband).
While I personally think that the 1st and 2nd edition covers are the best (and I admit, I may be biased to those editions), I think that the 4th edition cover is one that if you covered up the D&D name I would have thought Dungeons & Dragons the minute that I saw the artwork.
I agree, though it does annoy me that Paladins have to be lawful good. This is the only class that is restricted to good as their alignment, and I have always felt that a paladin could be lawful neutral or lawful evil instead, though the class description may take a little modification.
D&D is too various to be associated with only a few colors, however the most impressive and essential for me is the GREEN palette (including blue and yellow shades) and the spectrum of GREY (including pitch black and pure white). I believe that a greater participation of natural, cooler and sober hues convey better (more authentic) atmosphere and immersion into the fantasy world, while too many bright and loud colors on a page, like in the 4E books, is rather tawdry and kitschy. ...
View full commentD&D is too various to be associated with only a few colors, however the most impressive and essential for me is the GREEN palette (including blue and yellow shades) and the spectrum of GREY (including pitch black and pure white).
I believe that a greater participation of natural, cooler and sober hues convey better (more authentic) atmosphere and immersion into the fantasy world, while too many bright and loud colors on a page, like in the 4E books, is rather tawdry and kitschy.
For me a key concepts of D&D are especially "adventure", "exploration" and "mysteries" - thereupon first of all I imagine: "caverns", "dungeons" and "wilderness"...
I've used Gary's concepts as the basis for my campaigns. While I can see good tweaks, the basic system has worked surprisingly well. I also like the idea that a Wish spell is granted by the closest power, which was great fun for me as DM. I put that to good use when a demigod like Zagyg is granting their wish... And, of course, never cast an Augury when in the Bandit Kingdoms, since it is answered by an agent of Iuz!
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