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Results for tag: Dragonlance
Posted by:
The_Jester
on Dec 3, 2012 at 02:12:33 PM
Perfect worlds don’t need heroes, and they certainly don’t need adventurers. Functioning kingdoms do not need to hire mercenaries to do the jobs of soldiers or a police force, civilized areas do not need a half-dozen heavily armed warriors acting as caravan guards, and very few hamlets or villages are threatened with slavery and death in a happy countryside. By the needs and conventions of the game, D&D worlds have to be seriously flawed, and even kingdoms ruled by a kind and just king must have their problems. Even campaigns built around delving into forgotten ruins seeking treasure and magic suggest a non-utopia based on the fact such a dangerous occupation is appealing, which says that there are few safer ways of earning that wealth. After all, the life of an adventurer is ...
Posted by:
The_Jester
on Oct 27, 2012 at 04:23:53 PM
The dominant element in fantasy campaigns tends to be nations, be it tiny city-states like the city of Greyhawk, or massive continent-spanning empires like the Five Nations of pre-Last War Eberron. Expansive and detailed nations are a staple of fantasy worlds and separate fantasy from the vague unnamed kingdoms of fairy tales. This is the Fifth Part in a series on fantasy world building ChaptersBelow are links to the other chapters in this series. Part 13: Starting ...
Posted by:
The_Jester
on Oct 8, 2012 at 05:48:07 PM
Eventually, when designing a new fantasy campaign world, you’ll want to map things out. For many this is just doodling on paper or in Photoshop or turning to a campaign cartography or fractal mapping program. But let’s look a little deeper at maps and charting your world, to avoid some of the common pitfalls and mistakes. This is the third chapter on a series on world building. ChaptersBelow a links to the previous chapters in this series Part 13: Starting ...
Posted by:
The_Jester
on Oct 4, 2012 at 04:11:28 PM
Let’s talk about the upcoming changes to the Forgotten Realms. This isn’t really a topical subject, being some time after the announcement at GenCon and some time before the novels and adventures are released. I had planned it earlier but kept delaying this piece to write other blogs. Oops. If you hadn’t heard, the forthcoming revamp of the Realms was revealed at the GenCon Keynote address and mentioned in a couple panels on the Realms. They’re doing an event called “the Sundering” which is designed to both transition the Realms to 5e but also bring the Forgotten Realms back to basics. Yeah... I’m experiencing a little déjà vu here. The Nuking the RealmsFor 4e, the Forgotten Realms was altered via a trilogy of modules published ...
Posted by:
The_Jester
on Sep 28, 2012 at 03:47:38 PM
All stories are driven by conflict. Fiction is driven by narrative conflict and games are driven by the conflict between either the players at the table or – in the case of most RPGs – between the GM and the players, be it directly or indirectly. This is the second chapter on a blog series on World Building. ChaptersBelow a links to the previous chapters in this series Part 13: Starting Zone Part 14: Player's Guide ConflictedIn D&D, much of ...
Posted by:
The_Jester
on Sep 10, 2012 at 06:30:31 PM
This is the start of a new series discussing world building and the creation of campaign settings. With 4th Edition winding down and many new campaigns looming on the horizon, ready to start when 5th Edition officially launches (or there's enough playtesting material) I imagine many DMs are thinking about where they'll set their campaign, what world they want to play in, and the nuances of creating their own campaign setting. This blog series is designed to offer advice and suggestions on the art of world building. Each blog will discuss an element of design, and I’ll also demonstrate the advice by loosely designing a brand new world just for this blog. ChaptersBelow is a list of chapters (to be edited into links when I continue this series) ...
Posted by:
Darth_Jerrod
on Sep 3, 2012 at 01:25:18 AM
Dragons of Despair
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