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.
I hope one day they will make them available for download... as the D&D encounters. I don't a store near me, and I wouldn't go anyway, but I would love to have access to those adventures!
This does not square with my experience of female gamers. The most common complaint I get from women at the table is that they're bored by number-crunching and cautious exploration, and want to fast-forward to the part where they get to strew monster guts all over the dungeon (preferably described by the DM in graphic detail). As far as relationships go, it's mostly seducing bad guys to gain the advantage over them, or casual sex with no consequences. The only players I've ever seen looking for...
View full commentThis does not square with my experience of female gamers. The most common complaint I get from women at the table is that they're bored by number-crunching and cautious exploration, and want to fast-forward to the part where they get to strew monster guts all over the dungeon (preferably described by the DM in graphic detail). As far as relationships go, it's mostly seducing bad guys to gain the advantage over them, or casual sex with no consequences. The only players I've ever seen looking for in-game love and romance have been male.
I think their are factors that make romance in campaigns more likely. A DM can increase their chances of romance or other high roleplay options by just creating a more interactive world. Players should feel a part of the world rather than a game peice being railroaded from one dungeon to the next. Npcs should be given flavor so that players remember them and want to spend more time with them. Players need to take the attitude that the world and its cast of characters are not just numbers to be...
View full commentI think their are factors that make romance in campaigns more likely. A DM can increase their chances of romance or other high roleplay options by just creating a more interactive world. Players should feel a part of the world rather than a game peice being railroaded from one dungeon to the next. Npcs should be given flavor so that players remember them and want to spend more time with them. Players need to take the attitude that the world and its cast of characters are not just numbers to be added or subtracted. I have found that in campaigns where the DM encourages a backstory are more likely to have romances. When romance does happen in a campaign I find the player is more emotionally engaged, especially if the gm uses it in the plot. I think it also depends on the people involved, male or female, if romance is something they want from a story it will happen.
Since starting an Eberron campaign, I've been running more sub-plots than any previous campaign. Part of that is due to the players - a pair of Warforged struggling to find their place in the world as living creatures; a Halfling Monk founding an orphanage;an Asimaar tracking down the Drow who killed his father; a Shifter Ranger who now has a sword infused with the spirit of a dragon and who, in turn, wants vengeance on another dragon. (Thanks gang!) The rest consists of what the Drow are...
View full commentSince starting an Eberron campaign, I've been running more sub-plots than any previous campaign. Part of that is due to the players - a pair of Warforged struggling to find their place in the world as living creatures; a Halfling Monk founding an orphanage;an Asimaar tracking down the Drow who killed his father; a Shifter Ranger who now has a sword infused with the spirit of a dragon and who, in turn, wants vengeance on another dragon. (Thanks gang!) The rest consists of what the Drow are actually doing plus a couple of cults/Houses and a thieves' guild who are taking an interest in the PCs... Now it doesn't matter where they go, they'll bump into something!
I recently ran a campaign that caused some high levels of intensity and a little stress. This was brought about by the plot and some poor choices from the players. To relieve the stress of this I grabbed a scenario about a travelling Djinn that gambled with people. If you won you got a wish - tainted by Djinn logic of course. I role played out the entire gambling process. We played the games instead of dice rolling their outcomes, keeping in character the entire time. The characters were...
View full commentI recently ran a campaign that caused some high levels of intensity and a little stress. This was brought about by the plot and some poor choices from the players. To relieve the stress of this I grabbed a scenario about a travelling Djinn that gambled with people. If you won you got a wish - tainted by Djinn logic of course.
I role played out the entire gambling process. We played the games instead of dice rolling their outcomes, keeping in character the entire time. The characters were free to roam and enjoy the feasts and entertainment of a travelling Vegas. The savvy players took this opportunity to gain a wish that would help repair some mistakes made, or to prepare the next steps. Others took it as a means to get better equipment -was in Dark Sun so magical equipment was scarce. Others simply played for the sake of gambling - as their characters would.
It was a great tension reliever and the players felt they got a huge boost for the next stages of the campaign. Sure they lost many games - a djinn run Vegas would stack the odds in favour of the house of course - but the consequences were agreed upon prior to starting the game. Money was not the end result, information was the premium reward.
The djinn also had paintings or statues of former gamblers that lost. The party interacted with them and managed to win their freedom. These became useful NPCs. For example one former gambler was given as a reward. This gambler was a cleric. If you played in Dark Sun you know they are not an option. My campaign evolved into figuring out how to return divine magic to the region so this NPC was crucial, especially considering he had no power due to a lack of deities so he had the desire to figure out how to get his powers back.
So while we spent an entire session playing card and dice gambling games, we setup major plot points while letting off steam.
It took me a second to find this area you are quoting and I can see where you may have miss read it. I think that Ed is talking about them as "parasites" from the perspective of the traders who are looking to get the most profit out of what they trade in and it makes sense there. I agree that the population may not always see the government as parasites, but from the traders perspective they drain resources & cause damage.
To me it seemed like he was objectively trying to describe how trade develops, naturally following the easiest routes and all. Perhaps it was meant in the traders' perspective but I don't think that was made clear enough.
View full commentTo me it seemed like he was objectively trying to describe how trade develops, naturally following the easiest routes and all.
Perhaps it was meant in the traders' perspective but I don't think that was made clear enough.
Sudden Death was Awesome. I've spent the last 4-5 days (since last Wednesday) looking up the Article Archives for the next instalment of the DM Experience. Hope to see it soon, your stories and tips are just awesome. If not for being inspired by your Column, I would never have taken the step to become a DM.
View full commentSudden Death was Awesome. I've spent the last 4-5 days (since last Wednesday) looking up the Article Archives for the next instalment of the DM Experience. Hope to see it soon, your stories and tips are just awesome.
If not for being inspired by your Column, I would never have taken the step to become a DM.
Thank you, thank you, thank you for going back to single issue pdf's. I hated the single article format. It took 10 times longer to open them all up and view them if I wanted to read them all. I understand some like only one or two articles but they can easily download the entire issue and extract whatever they want and discard the rest.
Several months late, I know, but I just noticed that these were back to single-issue compilations. I had gotten so tired of downloading every single article that I had stopped reading and had planned on not renewing my subscription (a Dragon subscription since issue 67 and a Dungeon subscription since issue 1). I now have a bit to catch up on, but I'm much happier with the return to actual issues of the magazines. Thank you!
Moar please! Man...if this had been posted just a week sooner I could have used it for my home Realms campaign, where the players just made it to Tilverton after traveling on horseback from Arabel.
Man...if this had been posted just a week sooner I could have used it for my home Realms campaign, where the players just made it to Tilverton after traveling on horseback from Arabel.
That image is interesting. A shield above the bed, magically enchanted to protect whom ever lies beneath it. A "prowler" gets in, plans to take the loot and split. Problem one, a miscalculation, the residents are still home and sleeping in bed. Hey burglery is step one what's another few steps to murder. Oh wait, now this is an interesting little number as his eyes catch the display above the bed. An ornate shield of some kind. I'll just swap that too right after I....oh crap. One...
View full commentThat image is interesting. A shield above the bed, magically enchanted to protect whom ever lies beneath it. A "prowler" gets in, plans to take the loot and split. Problem one, a miscalculation, the residents are still home and sleeping in bed. Hey burglery is step one what's another few steps to murder. Oh wait, now this is an interesting little number as his eyes catch the display above the bed. An ornate shield of some kind. I'll just swap that too right after I....oh crap.
Roleplaying and adventuring is teamplay so other characters should have problem with ones that want to rest after 5mins of adventuring. Easiest irl examples for 5min workday are: You are doing a project... You are working... You are playing a team based sport... ...and have one person to join you who is really good at what you are doing, but she's such a primadonna or slacker that she'll only write really good A4/works for 5mins/gets score or two for your team and then...
View full commentRoleplaying and adventuring is teamplay so other characters should have problem with ones that want to rest after 5mins of adventuring.
Easiest irl examples for 5min workday are:
You are doing a project...
You are working...
You are playing a team based sport...
...and have one person to join you who is really good at what you are doing, but she's such a primadonna or slacker that she'll only write really good A4/works for 5mins/gets score or two for your team and then goes home.
Personally I would't want to continue playing sports/working/do projects/roleplay with that kind of person and would think that she's a jerk ^^'
I'm sure that my PCs would fire that kind of PCs from the party and offgame suggest that maybe the player souldn't play caster. Our long time wizard responded to me, when I told that other groups are having problems with 5min workdays, that this is a roleplaying not a computer game.
I'm not sure the goal here is actually to eliminate the five-minute work day. Character power levels have to be balanced around something. To me, Mearls' initiative seems to be an essential response to the challenge of the FMWD, in that it can come about irregardless of the number or strength of encounters the players undertake. By considering opponents' power levels over a universal measure which affects all characters, the day, he is attempting to minimize the effect of play style on...
View full commentI'm not sure the goal here is actually to eliminate the five-minute work day. Character power levels have to be balanced around something. To me, Mearls' initiative seems to be an essential response to the challenge of the FMWD, in that it can come about irregardless of the number or strength of encounters the players undertake. By considering opponents' power levels over a universal measure which affects all characters, the day, he is attempting to minimize the effect of play style on playability.
I have to say, as a long-time DM, I absolutely love DnDNext. All you've done, for our group at least, is taken the exact way we play, and gotten rid of all the garbage from every edition into a simplified bounded accuracy. Provided you completely leave level-based stat scaling out of the equation (aside from damage:hp), you have our entire hoard of geeks eagerly awaiting full-blown content =)
I must say I am so happy with what I have read so far. There are some issues that need to be addressed - The magic (cantrips are a great idea but just too powerful) and dying ( way too difficult to kill a character - there is very little threat). Please do can you now overhaul the public play adopted by WOTC. Hiding D&D in game shops will do as much harm to D&D as this new addition will help it. WE NEED TO BE ABLE TO SPREAD THE WORD TO GAME GROUPS, SCHOOLS and PUBLIC EVENTS.
This is... very awesome. I like the idea of moves you activate when needed. You don't necessarily have to risk wasting a daily power when you might miss, you can just follow up a successful strike with an opportunistic combo. It also clearly separates the fighter's fighting mechanic from the wizard's casting mechanic, which is always activated daily-power style (with a few exceptions, like Feather Fall).
"We thought about casting minor spells as the kind of thing a wizard might use around a laboratory that also happened to be useful in a fight. For example, a cantrip used to ignite a torch could also burn a goblin. At the last minute, however, we decided that trying to make that design work would take too long to hit this playtest." - M.Mearls This is what I expect from DnDNext. Original ideas that may or may not work, but sound awesome. Give us the chance to playtest it and find out if...
View full comment"We thought about casting minor spells as the kind of thing a wizard might use around a laboratory that also happened to be useful in a fight. For example, a cantrip used to ignite a torch could also burn a goblin. At the last minute, however, we decided that trying to make that design work would take too long to hit this playtest." - M.Mearls
This is what I expect from DnDNext. Original ideas that may or may not work, but sound awesome. Give us the chance to playtest it and find out if it does or not. The rest of the article I have likes and dislikes about.
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...
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Appreciated.
- Barker
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