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Posted by: lord_ARCO on Nov 1, 2012 at 02:27:59 PM
So how many of you out there get caught up playing and suddenly realize your game just got really boring because the story is stuck or the players are all goofing around and they can't seem to get back on track. Well I don't have a solution but what i do have is a suggestion. So you may be veery angry at the moment well suck it up and stop pissing all over the place it isnt helpping as DM/GM you need to be the collective brain of awesomeness so there for you need to have thought ahead and been prepared for this moment. Well how does that happen if Its all ready happening well shut up and I will get there so let me myistifi you with cheap spilburg effect and teach you how be awesome. So its stuck ok well in the first place before this all began you should have read over and anylised the ...
Posted by: dlwraith on Sep 8, 2012 at 12:30:00 PM

So, as most of you reading this will have known WotC put out the second playtest packet a few weeks ago and they (thankfully) managed to avoid the mess with the distribution that dogged the release of the first playtest packet. Dutifully - no, EAGERLY, I downloaded the new packet and planned the next playtest session with the intention of seeing just how 'pick-up-and-play' the game could be. What follows is an overview of the players, the game session and some of the more important feedback that my playtest session created. Much of this blog post will be broken down and placed in the relevant forums later.


These second phase of D&D Next playtests have spanned several sessions with a group made up of players with disparate histories with D&D and with RPGs in general. Some were part of my

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Posted by: talien3 on Sep 2, 2012 at 02:55:22 PM

Dungeons & Dragons is a game beloved by its fans. A game that brings family and friends together, creates communities, societies and sub-cultures. D&D teaches. We have heard countless stories of gamers who have delved deeper, studying history, language, science and math purely for the desire to be better players. Gamers have created lifelong friendships because of this game and come in all walks of life; firefighters, educators, computer programmers, entrepreneurs, and yes, even a few documentary film-makers.

We need to interview people all over the country, find folks who were there at its creation, talk to experts to explain to us why this is such an important game. We also have archival footage to find and pay for. Once we get it "into the can", we then have to cut all of that footage

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Posted by: Dreamstryder on Aug 2, 2012 at 08:34:19 PM
What follows is how I prepared the May 24th D&D Next playtest materials for play as DM: how I "unboxed" the adventure.

First, the Bestiary.
I appreciate that paragraphs (namely, the Legend and Lore ones) are given to aspects of evil humanoid cultures other than how inhumane or what flavor of jerk they are. The goblins' somewhat tragic underdog niche, the hobgoblins' discipline and devotion, and orcs' superstition were fun to read and role-play. These humanoids were undeniably unsympathetic and brutish, but they also had a story as people, they weren't XP-bag bogeys that only lived to die on the end of a sword.

This aspect of them was necessary to make Caves of Chaos as flexible as it was; the group I DMed actually allied with the goblins and then hobgoblins and coordinated raids with them ...
Posted by: DaveyTripp on Jul 5, 2012 at 10:14:35 AM
I'm looking to make a RPG based system of gameplay, for Magic the Gathering.
Unfortunately, I have no idea how to go about it. So far all I have in mind is some sort of leveling system, and rewards for completeing task's. (or as I would like to reffer to them "gambles".) Before each round every player must make at least one "gamble", but cannot excede three gambles per round. For example, I might pick something along the lines of "I must destroy 6 creatures using instants or sorcery's in the round." And if I completed the task then I would recieve a bonus. Which would result in a much higher (or slightly higher) reward of "cp" which are points that I could spend on Perks or extra points for my deck (I will explain the points in a bit) or a higher starting life total. Each LVL 1 player would...
Posted by: talien3 on Jun 18, 2012 at 04:38:55 AM

I've been working on-and-off for the past few years on a secret project that can now be revealed to the world: Jeffrey Thomas' Lovecraftian sci-fi setting known as Punktown is on track to be published as a Call of Cthulhu-compatible role-playing game by Miskatonic River Press in 2013.

www.examiner.com/article/introducing-pun...

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Posted by: Trachalio on May 2, 2012 at 01:35:59 PM
Discovered RPG Stackexchange the other day via Obsidian Portal's Hate podcast.

Now, I haven't used Reddit much at all, but from what little I do know RPG Stackexchange is a lot like Reddit, just for RPG stuff.  People post questions, those questions get ranked higher (or lower) by other users, and people post anwers (which are also ranked higher or lower).

There's also a reputation system in place. Users cannot vote posts up or down until they have a certain level of reputation. And that reputation only increases if you ask good questions and give good answers. 
Posted by: Matt_James on Apr 27, 2012 at 08:43:31 AM

When thinking back at fond memories of playing Dungeons & Dragons, I almost always recall sessions and situations where a greater goal was completed. The moments that have stuck the most in my head are the ones where the group completed a quest/mission that had meaning, and ultimately smoothed out the rough edges of a longer story. I bring this up because as I journey through my own personal goal of becoming a better game designer, I want to find ways that provide for this experience in a more meaningful way.

Around the time that I started work on Monster Vault : Threats to the Nentir Vale in 2010, I was exploring the more philosophical foundations of RPG design principles. What I had learned from mentors and experience alike, is that exploration and discovery are just as important (if

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Posted by: Matt_James on Mar 31, 2012 at 10:37:37 AM

I have been engaging with some D&D regulars on Twitter over the possible outcomes of adventures and their story. In many regards, a lot of adventures and plots usually climax with a rigorous fight—one where success is contingent upon slaying the antagonist. But what if you want something more dynamic than that? What if success and failure revolved around something less defined? Let’s delve into this and more.

Sly Flourish
Image from SlyFlourish.com. Artist: Jared Von Hindman


I’ll be honest. In 1988, when my older brother first introduced me to Dungeons & Dragons, I was captivated by the idea of kicking butt with a sword, and slaying foul beasts with my physical might. Back then; I was a snot-nosed little kid that was inspired by movies like the Labyrinth, The Dark Crystal, and Willow.

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Posted by: Darth_Jerrod on Mar 31, 2012 at 10:53:02 AM
I am trying to figure out what I want to do for this group, I am at a crossroads of sorts and I am not sure the direction I want to go. My first instinct is to end it right now and part ways. It is hard to put down exactly where I am at on this, last week I feel like I cheated everyone and myself on trying to put an end to the game.

You should always trust your first instinct

The concept of being trapped in the shadowfell was interesting, Having Ronin back was a perk because while there had been a plan of removing him from the game originally bringing him back was cool but was a bit wasted in the fact that Kat was not there to play Luusi. The emotional impact was not there and that frustraited me to no end, this is not me saying I was mad Kat was not there, it is more of saying I planned ...

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