Dragons for Christ

Month

June 2013

1 post

D&D Next: A Review

So, a few members of my gaming group have tested D&D Next. Myself and Literaryfirearms, though perhaps a touch overdue, are posting a pair of reviews of the system as we have experienced it. For my own review, I will be focusing on the realm of classes, races, feats, and actions in combat along with an examination of the Wizard class specifically. For matters of skills, Movement, spells, and an in-depth examination of the Druid class, check out the posting HERE.

Also, for an extremely concise review (complete with media reference pictures) check HERE.

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Jun 13, 20138 notes
#D&D Next #D&DNext #5e #Dungeons and Dragons #D&D #Dungeons & Dragons #Tabletop #RPG #Gaming

May 2013

1 post

Good, Evil, and the Land Between.

In an attempt not to let being busy intrude on my postings any longer, as I have an unfortunate tendency to do, I will join in on my prompted discussions of morality in a fantasy setting. CorruptionPoints based the concept of what is good or evil almost completely in the realm of motivations, declaring that essentially any action which is motivated to better the life of others over the self is good whereas any action which is motivated to better the self at the expense of others is evil, those which are at the expense of neither I would assume to be neutral in nature. Literaryfirearms based her own account of good and evil upon not only the motivation lining up, but also the action itself and thereby discounting any situation where the ends justify the means as essentially good acts. For both of these systems the assumption would be that an individual whose core identity can be described in one of these ways would be either good or evil. My own explanation is somewhat different than these, but takes a moment to explain.

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May 24, 20133 notes
#Good #Evil #Alignment #D&D #Dungeons and Dragons #Dungeons & Dragons #Gaming #Tabletop #RPG

April 2013

4 posts

Hey there, Rashiko. I was pointed to your blog by Corruption points for the reason that you are a little more experienced in homebrewing. On the subject, I was needing help with having to homebrew from an rpg without as much information out there. It's a post-apocalyptic nuclear fallout, but all monsters/enemies that I would have my PCs fight are non-existent, information wise, so I would have to make all of those, and more. Any advice on how to begin and work through it?

It’s tough to say without some degree of knowledge on the system you’re using, but my first steps on homebrewed monsters are usually pretty play-it-by-ear. One of the safest bets is to simply find a monster that has already been printed and balanced properly and simply extract the information for it. If you want it to be post-apocalyptic and have some kind of terrifying extra feel to it from that, consider throwing on a disease or poison effect to one of its attacks.

If you have to start from scratch, with nothing to base your information off of, here’s a decent guideline: Work off the party fighter or equivalent. If you want something of average challenge for the party, give it an attack bonus high enough to hit the fighter with an average roll of 11 for a D20 system. Then check the hit points on that fghter and make sure you can drop him with average damage rolls over the span of five turns or so, depending on how man attacks he has. This gives enough time for the party to attack the guy and feel like it’s a fight that fights back. Do something similar for the monster’s hit points and armor class, comparing it with the primary fighter’s bonuses in the same manner. Thow on a couple of flavorful abilities that you like, like disease/poison for the mundane things, but get creatve here. You want abilities your players will always attach to this creature. Unique diseases will do, but sothing that stands out in their minds works the best. Once you have that as a guideline, you can tweak the numbers up and down to fit your need, making it have more hit points or a higher AC as needed. For something aberrant and radioactive, I recommend the feeling of having a low AC but monstrously high hit points or damage reduction. The party can hit the beast, but have no idea why it is still standing and marvel at the creature’s endurance and fortitude. Or vice versa, being unable to hit it, but it cracking like glass when they do. Radioactive monstrosities feel really exciting to run to extremes like that. Keeping those distinctions and reusing them while mix and matching the monsters you make gives you plenty of variety as well. Paint them all to extremes and make savage warbands of radioactive beasts with a bunch of small creatures that always hit, but for very little damge and a big nasty brute wth really high AC but almost never hits, dealing massive damage when it finally does.

Finally, if you’re working some serious homebrew and trying to implement it in a balanced way, give it a few test combat runs. This is a necessity when you’re new to the concept of homebrew monsters. Test them in a full blown combat with the party before the session, rolling all the dice yourself to see if the combat looks like it would be fun and adjust from there.

As an example monster for strange abilities, I created one for my own game where the creature is simply a roiling black mass of energy. They inhabit the gap between worlds and bled into this reality upon the destruction of another. They don’t really do damage that’s noteworthy, but they have the ability to force dice to reroll and every time they hit a living creature, they select two random ability scores, lowering one and raising the other. They are the chaos stuff of the void. The essence of creation and destruction. And my players recognize them on sight because they are unique.

Hopefully this tidbit is helpful for you! I’m always open for answering questions I find in my inbox as soon as I find them!

Apr 26, 20131 note
#DM #Dungeon Master #GM #Game Master #Game Design #Homebrew #Tabletop #Gaming #RPG
Masters of Their Domain: DM or GM?

For most everyone, the topic of what term to call the person responsible for producing the world and narration as well as handling all non-player characters is a very mundane topic without any real need for exploration or any real substance that could come from such an exploration. Of course, there is no need to get into any kind of heated disputes over such terms and everyone should be free to use whichever ones suit their fancy at the time, but I know that I have personally chosen the term of choice for myself for a reason and find there to be a distinction between the two while recognizing that very few people would ever think so far into the terms used for this. As it was requested that I elaborate, however, I am glad to do so.

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Apr 25, 201310 notes
#DM #Dungeon Master #GM #Game Master
Death by Fudge: Disregarding the Numbers

Prompted by a discussion by CorruptionPoints, the matter of “fudging the dice” in various circumstances is one that can have some rather diametrically opposed views from people sitting at the very same table. It is also one of the points of gaming that I feel very strongly about personally and thus am glad to take the time to write about. This is an issue that every DM must face from time to time and having a consistent view on whether you intend to modify the numbers and overrule the dice is important for being able to smoothly run the game without distraction regardless of which side you fall on with the issue. That being said, I will start the conversation off by noting that I flatly refuse to stray from the rolls of the dice and the numbers of the encounter once it has gotten rolling. That might seem strange given some of my other postings, but allow me to explain.

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Apr 14, 20133 notes
#DM #DMing #GM #GMing #Gaming #RPG #Tabletop #D&D #Dungeons and Dragons #Dungeons & Dragons #Dungeon Master #Dungeon Mastering #Game Master #Game Mastering
Welcome to the World of Pokémon!

Alright, this is the official notification that I am kicking off the play by post campaign for Pokémon that I had previously mentioned. We shall see how well this one works here. At the moment I cannot promise any particular update schedule, but this game will take place in a bit of a one on one setting via email. For now, let me put out some of the details a bit more specifically so you know what’s going on.

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Apr 3, 20132 notes

March 2013

5 posts

"The Setting Sun in a Safe Haven"

Continuing the series on worlds in the Pokemon setting and their conversions for the tabletop we come to Vermilion. Vermilion being the first genuine coastal city that has been seen in this series, even more so than Cerulean, we have come to the center of open seas activities in the Kanto region. With the decision made to keep Vermilion intact for a variety of reasons, it serves as the primary connection point between Johto and Kanto as well as being the primary hub of activity and travel as travel via the sea is far safer than travel via land in these dangerous times when Pokemon can emerge from the woods and attack any passing travelers unprepared for their presence in the tall grass. As the primary activity center of the Kanto region, this is also where the military has centralized under the leadership of General Surge.

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Mar 30, 20132 notes
#Pokemon #World Building #Campaign Design #Pokemon Tabletop Adventures #Tabletop #RPG #Gaming #Lt. Surge #Lieutenant Surge #General Surge #Vermilion #Vermilion City #SS Anne #S.S. Anne
This is a Test

I am gauging the response from the Tumblr community here. I am considering kicking off a play by post or play by email campaign in the Pokémon tabletop. I’m inviting the network of people in the small group that sees my postings as well as some people from my Friday gaming group if they are interested. I can post further details on what the setting would be like and what the options might be, but at the moment I am simply gauging the kind of attention this might have here and who would be interested.

Some information about myself: I’m 26 years old and have been DMing Dungeons and Dragons campaigns for about a decade now if my memory is correct. I have also run a Pokémon tabletop in person on our friday game nights. I have yet to run a play by post with more than a single player, but I have done solo adventures as such. In that vein, I may not be opposed to running a large number of solo adventures in a simultaneous game.

My intention here is to flesh out the Kanto world for our friday game. At the moment we run a game in Johto and my duties have been to develop and design the Kanto region, as well as that of Sinnoh. I would be willing to run adventures in each, but the intention is to populate a world and have thriving, living characters abounding in it. In that manner, these plots can interact and you may even meet people who are running in the same fashion, but you won’t know they are anything but NPCs unless I would see fit to let you in on the secret. Essentially, the call is going out here to be the NPCs who populate the world. If you’re interested in making a character who would integrate into the world around them and become a permanent (for so long as they live) fixture in a campaign setting, this is the opportunity.

It’s an interesting concept, but let me know how you feel. I’m leaving this post untagged to retain the audience to the smaller circle here on Tumblr. As Literaryfirearms is the person currently running the active game for the Friday session, I’ll extend the invitation to her to reblog this. Otherwise, just respond to me via a reply to this post so I can see the responses in one place. I’m only taking replies as legitimate interest, not likes.

Again, this is merely a test for how large the interested audience would be here. I’m making no promises for fully implementing this, but I do firmly intend to do so. If the response is too large, I might design some manner of applications process. I’ll be sure to post again should that be the case, however.

If you’d like a sneak peek at the kind of setting this is, check my archives. Any posts tagged “Pokemon” are probably my catalog of world design for this very setting.

Mar 19, 201310 notes
"On Rainbows and Refinement"

My apologies for the long absence in this series, but now it is time to finally arrive in Celadon City. Keeping in mind the setting we have been working with throughout this series, there is a lot of adaptation that is going to take place. While we have seen in Viridian and Cerulean some rather distinct natural occurrences that have changed things, as well as some less dramatic changes in Saffron, Celadon will be a venture into something a bit less of the normal variety. This is a chance to really drive home the uniqueness of the setting and tie it in with the world of Pokemon as a whole.

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Mar 11, 20132 notes
#Pokemon #Pokemon Tabletop Adventures #Tabletop #World Building #World Design #Campaign Design #RPG #Celadon #Celadon City #Erika #Eusine #Gaming
A Monstrous Selection

Uparalleledshenanigans asked:

Shenanigans here. I don’t believe I have asked you a question, so I’d like to change that. What are your favorite “type” of enemy to use against the players, and why? Do you prefer the shambling mindless hordes of zombies, or a small band of weak looking creatures who surprise foolhardy adventurers with lures and traps? Perhaps the behind the scenes man clad in shadows, using people as puppets? Explain your reasoning behind your choice.

Actually, this is a somewhat difficult question for me to answer. I do not make a habit of selecting monsters for the purpose of challenges to the players or anything of the sort, for my selection of monsters is entirely based upon where the group is going and what actually lives there. Just as players try to get into the mindset of their characters so that they can perform the character based upon who that character truly is, so do I do the same with my world as a DM. I ensure that I know my world so well that it is the world which I am truly representing, as opposed to a series of statistical blocks and information. It is for this reason, believe it or not, that I enjoy random encounter tables. I’ll deviate from the prompt here for a moment to explain why that is.

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Mar 6, 20134 notes
#GM #DM #Game Master #Dungeon Master #Dungeon Mastering #Game Mastering #D&D #Dungeons and Dragons #Dungeons & Dragons #Gaming #RPG #Encounter Design #Tabletop #Random Encounters
Unboxing the Sand and Retiring the Rails

corruptionpoints:

I’m going to take another stance that might come off as unpopular. Are you ready?

I don’t understand the appeal of sandbox games. This is as a GM or as a player.

What is your opinion? Have you had success in creating sandbox games for the table over long periods of time? Was the amount of work directly proportionate to the experience had, or did it feel uneven?

As a player, would you rather have a sandbox experience, or a more linear narrative experience? Would you rather have Skyrim  or Deus Ex? (Still the first one)

Before I take far too long to create this post, I will address the matter of sandbox games. This is a conversation that has a pretty clear divide in a lot of cases with people either loving or hating the concept of a sanbox game, but there is a distinction that I feel needs to be made regarding sandbox games and their less than boxed with sand counterparts based on the discussions that have already sprung up. Really, there are four branches of games that can be discussed regarding this continuum as far as a sandbox goes and I prefer the continuum of sandboxes to railroads. I’ll break down the four categories here to start and then from there I’ll discuss which of these is my personal favorite and why, both as a player and as a DM.

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Mar 4, 201336 notes
#GM #DM #Game Master #Dungeon Master #Game Mastering #Dungeon Mastering #D&D #Dungeons and Dragons #Dungeons & Dragons #Sandbox #Railroad #World Building #Campaign Design #RPG #Tabletop #Gaming

February 2013

6 posts

Feb 28, 20133 notes
#DM #GM #Dungeon Master #Game Master #Dungeon Mastering #Game Mastering #D&D #Dungeons and Dragons #Dungeons & Dragons #RPG #Gaming #World Building #World Design #Campaign Design #Session Prep #New Lugracia #Tabletop
The World: People Live in it

Today, I’d like to present a method that I have found useful for creating a world from scratch. While I attempt to determine where to move next with my Pokemon world building discussions, I’ll take this moment to present something far more basic and useful for any world that is being built from scratch as opposed to being adapted from an existing source, though it works perfectly well for that too. One of the biggest things that can stand in the way of a world feeling truly real is having a map of the world and perhaps even cities dotting its landscape, but having no actual people living in those cities. This post is about generating some kind of understanding as to what exists in all of the settlements in your campaign setting and learning how to mesh those together somehow.

To begin, I will admit to borrowing heavily from the process presented in the 3.5 Dungeon Master’s Guide which details populating settlements, but I have adapted and refined that to better suit my own tastes and make the world feel more properly real. This entire process should work for any system, regardless of being sourced in D&D. Much of it has no bearing to the rules themselves and what does can work with any system that has levels and classes. Let me give a step by step and I will stop periodically to explain why these steps are important.

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Feb 27, 201310 notes
#DM #DMing #GM #GMing #World Building #Game Design #Campaign Design #World Design #Tabletop #RPG #Dungeons and Dragons #Dungeons & Dragons #D&D #Gaming #Dungeon Master #Dungeon Mastering #Game Master #Game Mastering
Aligning Your Tabletop

corruptionpoints:

Tangent aside, this raises an entirely new question. Would either of you say there is a need or reason for a hard-lined or set alignment system in games where one is not already in place? 

If playing to the character rather than the alignment makes for better characters, of which I believe we can universally agree, is there still a need or reason for a hard-set alignment system in games at all?

Even in a game like Dungeons & Dragons where there are mechanical changes for going against alignment? (A Paladin losing her powers, for example)?

Anyone else?

Recognizing that I’m digging a bit deep into the past, this conversation prompted an old post I never quite got around to writing, so here it is. Alignment systems in tabletop games and why I don’t think they’re such a bad thing. I recognize I’m taking a different line than most, but bear with me for a moment.

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Feb 26, 201337 notes
#DM #DMing #GM #GMing #Game Master #Game Mastering #Dungeon Master #Dungeon Mastering #D&D #Dungeons and Dragons #Dungeons & Dragons #Tabletop #RPG #Gaming #Alignment #Alignments
Character Pizza

I would like to take  moment to share with my followers (and the followes of those who find it interesting enugh of a concept to reblog) the phenoenon I put together called Character Pizza. This originated a while back during NaNoWriMo, which is an event in which one spends a single month writing a 50,000 word novel. During one particular time when a dear friend came over to do some writing, we ordered pizza for dinner. The challenge was to order the pizza with toppings based upon the character in our novels. Amusingly enough, there was more than one novel at the table which was essentially D&D backstories for the active campaign at the time.

This last week we brought the concept to the game night and it was a good time for all involved, even if the pizza wasn’t universally enjoyed. The challenge was this: Every player at the table was required to choose one pizza topping that best represented their character and explain why it did so. We then paired the toppings on the pizza to mesh with the in character dynamics and the Character Pizza was formed.

Our particular batch brought about a selection of anchovies for the Favored Soul whose favored pasttime was fishing, mushrooms for the Ranger who lives off what he finds in the wilderness and has a heavy diet of mushrooms, steak for the dwarf who has a marriage into a noble faily awaiting him at home, italian sausage for the nobleman’s son who dined on imported foods, and jalapenos for the jalapeno farmer who was scheduled to join the group as a specialist rogue that day. We divided along character relationships, putting Sausage/Steak/Anchovies for the “broforce” of the three characters who have been friends since the campaign started and placed Jalapeno/Musroom/Bacon for the newcomers as our jalapeno farmer had to care for the pigs as well.

It was a fun time for all and I highly recommend doing so at least once, dietary and food retrictions notwithstanding. If you give this a shot, reblog it with the lineup you used. Tell us what characters brought which toppings and why you combined them as you did. And make sure to order a second pizza to spare if the combinations are disgusting, but try a piece anyway!

Feb 25, 20134 notes
#D&D #Dungeons and Dragons #Pizza #Food #Gaming #RPG #Tabletop
Predetermined Canon and the Table

To kick off my return to active postings on this blog, I am digging back to a log of old questions I had set aside to write posts upon. The first of these that I’m going to tackle is the issue of predeterminism. Don’t worry, I’m not going into massive theology here. This is in regards to tabletop games and the predetermined canons that come with certain game systems.

At the most subtle, this comes in with a DM who has designed their story in such a way that they already know the outcome before the players even have a chance to build their own characters. At the most extreme, this comes in with a campaign built into an already preestablished history that has certain things set in stone. That just gives you a taste of what it is that is being talked about here. Of course, much as there is with anything, there are good and bad sides to this.

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Feb 21, 20136 notes
#canon #DM #GM #GMing #DMing #Game Mastering #Game Master #Dungeon Master #Dungeon Mastering #D&D #Dungeons and Dragons #Dungeons & Dragons #Gaming #RPG #Tabletop
classyfoodmofo: Making burgers using the Smash Technique → classyfoodmofo.tumblr.com

classyfoodmofo:

Cheeseburgers. Is there anything more perfect on this planet?

A child’s love? Fuck that. Give me a cheeseburger.

Burgers have undergone a lot of transformation in recent years. A lot of hoity-toity chefs have started making gourmet burgers and serving them on crusty rolls and putting blue cheese…

Because burger recipes and sass are both winners for me. Plus, I plan to use this as a starting point to start making real posts again. This blog isn’t dead, it has just been taking a break. Posts will resume soon. Sorry for the delays.

Feb 20, 201352 notes
#Burger #Burgers #Recipe #Recipes #Food

January 2013

6 posts

Corruption Points: Devil's Advocate → corruptionpoints.tumblr.com

corruptionpoints:

I’m going to have a rather unpopular opinion for a moment.

I don’t really understand evil campaigns. To be honest, I don’t really understand the appeal behind an evil character. I mean this in the most cut-and-dry sense of the word evil. Not neutral, not good with bad tendencies, not evil with…

Now I have certainly run an evil character or two in my time, though they all sit on different points in your traditional alignment scales, but it is rare for them to be entirely too difficult to handle regarding group motives. Especially if they’re intelligent. I’ve also had the experience of running an avil campaign in my time, so I’ll break this into two parts for clarity. Before I get into those two sections, however, something needs to be said about “evil” in general in order to really understand what is going on here.

Now I’m not going to get too deeply philosophical here because it is not the topic at hand, but let us begin by noting that these games take place in a fantasy world. What is good and evil is, by necessity, going to follow some different rules in a world that is completely different from the reality we know in our lives. That being said, we essentially have to consult the books and the settings to find out what is and is not evil in a given universe. I say this for reasons relating to a long line of thinking that I can explain if someone is really interested, but I’ll leave out for now. When we do this investigation, though, we find a lot of similarities. Abusing the poor or disadvantaged, taking of innocent life, stealing from others, all of these typical things we think of are still considered evil by most standards in the majority of systems. The easiest way to determine this is to just look at deity entries. If they’re listed as evil, then the things they do that are in contrast with the good deities should be considered evil. If you’re running homebrew, good and evil is basically up to your DM to define. In all systems, however, evil is essentially defined by actions. An action is either evil, neutral, or good. “Good” characters refrain from evil actions and attempt to engage in good actions when possible. That is what defines them. “Neutral” characters often do neither good nor evil actions as a whole, though tehnding towards good actions in non-neutral circumstances. They are defined by not intentionally seeking the good or the evil in any of their actions. “Evil” characters are defined by a single characteristic, namely that they engage in evil actions and likely do so without remorse or guilt. The motivations here are not necessarily relevant, though they obviously can be in special circumstances. Nonetheless, if you engage in many evil actions, no matter your reasons, you’re not going to be counted as a “good guy” for long. Evil is a category that exists in these systems by having done evil. You do evil? Welcome to the evil club. don’t sully the name of evil or neutral by pretending you’re not a member.

Yeah, that was my brief examination. You want something more complex and I will gladly write an entire essay on alignment in video games, but that’s a primer. And for the record, none of this line of reasoning has any place in the real world where morality is an extremely different matter altogether. Now, for the section devoted to players of evil characters and getting along with a group.

I have played a few evil charaters in my time. For case study here, I will use an old PC as an example of evil. The PC in question was a necromancer. As a necromancer who specialized in the creation of undead, he necessarily desecrated the remains of the dead and while some systems don’t recognize this as evil, most do. This character had little value held in human life overall and was not above killing someone who would get in his way. That being said, he never really clashed with the party. He sought the same goals which involved surviving monster attacks and fighting back against them. society was in danger and he lived in society so he didn’t want it to fall apart. He formed friendships with a party member or two (before they died) and while he had some issues (he was 8 years old and mentally scarred by mind-wrecking monsters in an early session) he was a cohesive individual. He had no need or desire to destroy anyone or anything, but was motivated by a simple and childlike worldview where he wanted nothing more than to be alive and to have friends. And if you disagreed with his goals, you would do fine as a skeleton to carry his things for him and make sure none of his friends got hurt. This character is evil, there’s no doubt about it. He kills without remorse and takes what he wants because he can. It doesn’t make him clashw ith the party, however, and he was pliable enough to change his course of action should someone voice a protest.

As a an evil PC, it is always worth remembering that friends are not bad and evil does not need to be done “for the lulz” because that is where insanity begins to come into play. Intelligence is not disallowed for evil characters just because they are evil. Their willingness to do evil is what makes them evil, but they are no less capable of being socially adept and coherent within a group than any other character. Even a selfish bastard need not steal from his own friends when there are plenty of other people to steal from in the world. Remember, having good motives and actions is not what makes a character good. It’s having good actions and motives while simultaneously abstaining from evil ones that does.

Now to swing behind the DM screen for a moment and describe the evil campaign that I ran for some time. In fairness, it didn’t start that way, but the party slowly became more and more entrenched in the rebellion and those guys were pretty freaking evil, no matter how much the group tried to play the “lesser of two evils” card (which, by the way, is totally not true because the “empire” here is actually a fairly benevolent governing body) and that was that. These characters sought the overthrow of the government as well as the good of the draconic peoples of the Blood Rebellion. Sounds good at first, right? The problem is that the rebellion was mostly banditry, ransacking settlements for goods and killing people everywhere, initiates collecting skulls to devote to their god and embracing the destructive power that came with the arcane energies flowing from dragon’s blood. There is some long drawn out history that I could get into, but even the best aspect of the rebellion was simply a military force whose purpose was fighting back against the new gods (who had slain the old pantheon as a result of a long history of drama that I also won’t get into here) and restoring “order” to the world. Why so evil? Murder, necromancy, pillaging, torture, etc. All over the place. These were their means of operation. It was how they did things. The party freed a necromancer capable of destroying the world from imprisonment to work for them, sold out an entire race of lizardfolk to their deaths for military alliance with a stronger tribe, collected the souls of an entire innocent village to release the imprisoned drow from their eternal prison between realities, and did a great number of bloody evil acts to further their cause.

Why did the game remain fun, even in spite of all this evil taking place? The characters had a cause. They had purpose. They didn’t personally run around raping and pillaging and stealing everything they could. realistically, it ran much like any other game, but the details were different. Rescue the princess to gain favor with the local lord that he might lend military aid? Why not just rescue the evil trapped necromancer instead? She’ll be pretty grateful. Free the outmatched lizardfolk from their oppressive enemies? Why not help the stronger ones crush their resistance and get better allies instead? It worked out pretty well there. A race of people trapped for all aternity that needs a magical McGuffin to rescue them? Sure, but they happen to be irredeemably evil and the McGuffin requires hundreds of souls to function for this purpose. All of these story arcs run similarly no matter which side of the spectrum they are designed for, but the fact that the group is evil dictates what they are willing to do. The flavor and coloration changes, but the game remains somewhat the same overall. It’s the drama that is different.

If your group is doing nothing but backstabbing one another and destroying civilization, they’re not just being evil. They’re being either stupid or crazy in addition. If you want advice on these things, I can dispense plenty from experience. If you’re looking for opinions, I’ve got plenty more. This is just as brief as my own handling of the topic is going to get is all and is really just a snippet of at least half a dozen other entire essays that could be written on these subjects. By all means though, if you’re interested in reading any of that give me a request. I enjoy writing as part of a request or conversation far more than just writing for the sake of writing.

Jan 31, 201337 notes
#Dm #Dming #GM #GMing #RPG #D&D #Dungeons and Dragons #Dungeons & Dragons #Tabletop #Dungeon Master #Dungeon Mastering #Game Master #Game Mastering #Corruptionpoints #Malek #Lugracia #New Lugracia
When Martyrdom Prompts Thought: Roles of a Player and DM

Apologies for coming to the discussion so late, but the conversation spawned brought to my mind a more complete analysis of the roles a player and a DM really have at the table. I thought it might be prudent to chime in by sparking another round of discussion, or at least sharing my thoughts on the matter. Hopefully this examination of role will serve as a helpful guide for some, but even if you disagree, it should get any DM or player alike thinking about what it is that they should or should not be bringing to the table. And if I might state my brief opinion regarding characters who would sacrifice themselves for an NPC it is this: Let them do it. It is far more noble to allow their characters to do what they will with their own agency than to mute their sacrifice by some escape to save their lives or to mute their victory by dashing all they’ve done against the walls in making it not work. The player can always build a new character. The character can only truly die the once. Let the character choose their own death, for it is the last and noblest choice they can make. Then honor their sacrifice. That being said, my discussion on roles follows the break.

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Jan 20, 20134 notes
#DMing #GMing #Corruptionpoints #Gaming #Dungeons & Dragons #Dungeons and Dragons #D&D #Dungeon Mastering #Game Mastering #Dungeon Master #Game Master #RPG
Take Heart DM, for Your Talents Matter

Since I was prompted to join in the discussion on prep, I thought I might also write something about matters unique to each person who runs their own game in a tabletop. Everyone has their strengths and weaknesses and it is all too easy to look enviously on the strengths of some while not recognizing the strong points one has themselves. I’m sure I won’t cover everything with the brief survey I intend to write about here, but these are the ones I can think of as I write this. I hope you can find encouragement in here somewhere if you run a tabletop game of your own, for this post is meant for you.

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Jan 16, 201320 notes
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