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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: Matt_James on Jan 10, 2012 at 09:34:33 AM

By now many of you have heard the exciting news regarding the development of the next iteration of Dungeons & Dragons. If you haven’t already, take some time to read over the recent Lore & Legend article by Mike Mearls. wizards.com/dnd/Article.aspx?x=dnd/4ll/2...

Based on what we already know, and what possibilities lie ahead, what are some of the core intrinsic features of the game you would like to see enhanced? Are there any specific parts of the game that you feel contrast D&D from other popular tabletop roleplaying games? Why do you feel it is important to emphasize. Exciting times are ahead and with Wizards of the Coast’s inclusion of fans and customers alike, we are sure to find a equitable game to keep us gathered around the table for the next 40 years.

If you have

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Posted by: Matt_James on Dec 22, 2011 at 05:46:57 AM

Being a successful Game Master is relative to an array of deciding factors: The makeup of your gaming group, the personalities involved, and the actual game being played all make this job difficult and demanding.

I have been playing games such as Dungeons & Dragons since I was very young—even before I really knew what roleplaying was. I often tout that I was a bushy-eyed 6 year old when my experience with gaming began. Some might be deceived in believing this would make me far superior in my storytelling ability. Well, what with my vast experience, surely I am a god amongst men! Honestly, this means crap. It should in no way suggest that I am better in my ability to portray a scene, or communicate the fantasy world that surrounds my players. It just means I might have potential.

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Posted by: Matt_James on Feb 23, 2011 at 10:24:15 PM

Well, my debut book with Open Design, publishers of Kobold Quaterly, appears to be a success. Here is the review that EN World just put up in regards to it.

www.enworld.org/forum/en-world-official-...

I admit I am always hestitant when reviews come out. You put so much into your work that it can sometimes be hellish to read what others think of it. Regardless, I am extremely humbled to receive such a raving review.

 

Posted by: Matt_James on Apr 1, 2010 at 01:09:56 PM

Crown of King Syxcakor

Long ago there lived a king- a king that was deemed such not by his holdings of land nor the amount of coin in his coffers, rather a king through force and manipulation. Instead of ascending through noble blood, this man worked for many years coaxing and politicking his way into positions of power throughout the King's Court. Using nothing more than honeyed words and a sweetened lips, this grand manipulator would eventually bring a kingdom to its knees. Strife with internal conflict and the threat of civil war was on the cusp of everyone’s tongue. This man, known as Syxcakor, would be the puppet-master leading the great deception.

Legends would tell that Syxcakor was a puppet himself, driven by some unimaginable deific horror that was trying to pierce its way to

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Posted by: Matt_James on Mar 4, 2010 at 01:16:51 PM

Psionic powers, effects, and storylines have been a great integral part of Dungeons & Dragons and fantasy role-playing games for a very long time. Some of the most iconic vile creatures have come from this power source- namely the Mind Flayer. Now that we have been firmly planted into the era of 4th edition for almost 2 years, we are starting to get a taste of this very prevailing and unique power source. Presented below is a simple and quick creation I came up with that you can integrate into your own world should you choose. I hope you enjoy it and I hope you are looking forward to the PHB3 as much as I am! If you want to find out more about Psionics and how they can work for you in D&D, come visit my site: LOREMASTER 
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Long ago a conclave of Illithid nobles ruled fiercely over a domain

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