Role-playing

Swing From the Chandelier

Is this you? As a player, do you try to avoid trouble? When facing a dangerous situation, do you look for ways to make it less dangerous? To find the factors endangering your party and tamp them down, working around the problem? In the real world, that’s commendable. If you’re playing an action-driven game, it’s … Continue reading »

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A Better Adventure: Scenarios

In my previous article, I argued that traditional published adventures inevitably tend towards a linear story. It’s fundamental to their nature. I’d like to propose an alternative: the scenario. A scenario describes a problematic situation that the PCs can solve. The concept can best be explained by an example. Let’s say that a small town … Continue reading »

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Adventures Are Stories

A while ago, I posted an article on the Gamer Assembly titled Adventures Should Die. I argued that traditional published adventures, with their mostly linear adventure paths, are decreasingly useful as RPGs evolve from dungeon crawls to player-driven, open-ended stories. Let me be clear: adventures have uses. They’re great for new GMs, and for experienced … Continue reading »

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Chatting with the Stars (of Role-Playing)

So, @gamefiend opened up an IRC channel: #4eDnD at 4eatwill.net (since defunct). Background: I love IRC in my bones. Perhaps my first major online experience (certainly major; not sure if it was first) was my involvement in the Sci-FiChannel’s IRC servers, where I spent most of my time. Literally. Those were my friends back then. Anyvay. I left, years passed, and @gamefiend started up #4eDnD. I love gamefiend, love the games he … Continue reading »

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Castles Were Decoration

I’ve been listening to a series of lectures on historical castles, and it’s changed how I think about castles in an RPG setting. Debate rages, naturally, so take all this with a grain of salt, but: Castles were not just fortifications. Indeed, fortification was a relatively minor element of their function. Castles were homes and … Continue reading »

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How Does Magic Work?

Magic is weird. By definition. As role-players, this creates problems. We exercise one magic system, become comfortable with it, then move to another world and struggle to understand its ways. This blastr post includes a chart (shown at right) of the “rules of magic” for 51 different worlds/universes. It answers six questions about each: Where … Continue reading »

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D&D in Space: Evolved

When I released Voidjumpers of Space, my D&D 4th Edition re-imagining of Spelljammer, I received a lot of feedback. I\’ve incorporated that feedback into a new, expanded release of Voidjumpers, which addresses many of the concerns folks had: Space now has gravity and breathable air, which simplifies a lot of things. The sample encounters and … Continue reading »

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D&D 4E is Tricking DMs Into Being Better Story-Tellers

A conspiracy theory: In D&D 4th Edition, death is rare. Because death is rare, combat is less risky. Because combat is less risky, it’s not inherently thrilling. Because combat isn’t inherently thrilling, DMs must now make combat interesting, or make the overall story more interesting. Thus, D&D 4E forces DMs to be better story-tellers.

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Why 5th Edition D&D Isn’t Coming Any Time Soon

1st Edition AD&D 2nd Edition 3rd Edition 4th Edition 3-5 years 10-12 years 10 years 8 years 3 years Via Wikipedia.

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A certain “D&D in Space” setting, converted for 4E: Voidjumpers of Space, First Release

There’s this legendary D&D setting: Spelljammer. D&D in space. Wizards and barbarians on wooden sailing ships, flying through space to plunder shattered worlds. Unfortunately, TSR rushed the setting into production, so many of its components suffered from wonky mechanics. It was an imaginative setting that could be frustrating to play. And sadly, it wasn’t updated … Continue reading »

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