Results for tag: dndnext
Posted by: The_Jester on Jan 4, 2013 at 05:10:01 PM
A convention of D&D campaign worlds and much fantasy fiction is the great metropolitan capital, the focal trade-city and hub of the continent, which is often a nation unto itself. This only somewhat reflects reality: there are many great cities in the world but few tend to be city-states, which predate the medieval periods D&D bases itself on. Large cities tend to be a rarity in the medieval world, having size limitations.
And yet every D&D setting has some large city. Greyhawk takes its name from the central Free City of that setting. Dragonlance has Palanthas, the Forgotten Realms has Waterdeep (and others), Eberron has Sharn, and so on. Planescape has Sigil. The Fafhrd and the Gray Mouser stories have Lankhmar and the Discworld novels...
Posted by: The_Jester on Dec 17, 2012 at 05:16:01 PM
Most editions of D&D have been very neutral in terms of world lore. Races might receive a small assumption of flavour but this is very easily altered, and most classes make no assumptions regarding the type of fantasy world the DM is running. All save one: the cleric. The cleric makes a pretty huge assumption that is going to drive this entire blog.
Before I say my say, there are a plenty of good resources already on the web for creating fantasy pantheons. In a 30-second Google search I found this site and this site, but there are many others (Edit: such as Lord Archon's here). Feel free to check them or do your own search.
This is the seventh part in a series on fantasy world building.
Below are links to the other chapters in this series.
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 22, 2012 at 06:10:12 PM
Non-human races are a big part of what separates Fantasy fiction from Swords & Sorcerery (and extremely poorly researched historical fiction). Folk Tales, Mythology, and Tolkien have all blended together in a smoothy of imagination to given us the standard fantastic races of RPGs, and numerous fantasy stories and D&D splat books have added and expanded the pool of potential races for a fantasy world.
This is the fourth part in a series on Campaign World Building for 5th Edition AD&D, and the first where we really get into the conventions and assumptions of D&D Next.
ChaptersBelow are links to the other chapters in this series on World Building.
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.
Below a links to the previous chapters in this series
Part 13: Starting...
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.
Below a links to the previous chapters in this series
Part 13: Starting Zone
Part 14: Player's Guide
In D&D, much of...
Posted by: The_Jester on Sep 24, 2012 at 12:17:11 AM
I was really excited by the creative design space offered by the 5e fighter’s expertise dice mechanic, but I was much more interested by the improvisational space it created. It was a fluid, flexible mechanic, a spendable yet rechargeable resource designed to be burned for varied combat actions. It was as simple as the player wanted it to be and changed depending on desired role: it kept damage off the tank, added damage to the brute, and could be used for mob control by the defender.
But there’s a problem. No sooner was it created but content and options were heaped on the character and the potential to improv was removed as room to stunt shrunk. Is this an issue? Maybe. It depends on the type of game you like. D&D has always been a very codified game with rules for everything...
Posted by: The_Jester on Jan 25, 2012 at 07:25:17 AM
One final blog on D&D Next and then I’ll take a break for a few blogs.
One of the big questions regarding 5e is how they core books will be structured: how they’re planning on release an acceptable amount of modularity for the game without releasing massive tomes that dwarf Ptolus or make the Pathfinder core book look like a pamphlet on paper conservation.
Here’s what I’d do if I were in charge planning the books:
The Return of Basic & Advanced!
I’d start with Basic Edition. Now, hear me out, put down the pitchforks and hold back on the comments crying “we don’t need two product lines again!!” One of the problems D&D has is that it’s a giant big book that’s inaccessible to new players, or rather three giant books that are fairly...
Posted by: The_Jester on Jan 14, 2012 at 09:20:36 AM
More speculation and thoughts here in the countdown to any real information beyond revelation of design goals and idealistic plans. This is likely going to be the topic de jour for all the de jours of the immediate future. Especially since WotC is asking for feedback: the signal to noise ratio is going to be cray-zee!
This is not my first blog on the subjects. You can read some earlier and much more speculative ones ones here, here, and here. And then there my expansive treaties on the subject post-announcement here.
This time I’d like to just rattle off a list of abstract things that I’d like to see in a new iteration of the game.
1) Enable Alternate Play Styles
The buzzhype of the new edition iteration is focusing on how the entire game will be modular – rather than...