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RPGs

The “Level Up” Illusion

It’s a staple mechanic of so many games, a simple metric for measuring advancement, a point of comparison to where you were compared to where you are, and where other people are around you. Levelling up unlocks new skills and powers, grants access to new gear, and ultimately makes the whole process of murder-hoboing through life a far flashier affair.

But here’s the thing… (more…)

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Dungeon Situational – Ten Ghosts (pt 2)

More ghosts, here’s part one.

… And One for the Man in the Corner

In the Ox and Puncheon there’s a table with a candle that’s never lit, a cup that never empties but is regularly refreshed, and chairs that are never moved and never sat in except by those approaching the end of their tether. The old barflies know to get one for the man in the corner, the publican and her staff invite all new patrons to add an extra cup to their order, with a furtive nod to the dark table where no one sits and nurses pint after pint of Pig Iron stout. (more…)


Dungeon Situational – Ten Ghosts (pt 1)

Three short of a mediocre film.

Also this is going to have to be a two-parter by necessity! Expect part two on Thursday, and then a pause on Dungeon Situational for a few months while I get a few other article ideas out into the world. Here are the first five examples of ghosts, hauntings, and other untethered spirits.

Here again I will be using rules for 5th edition D&D but should be easily adaptable for other systems. (more…)


Dungeon Situational – A Magic: the Gathering Adventurer

As Wizards of the Coast have already, very kindly, bridged the gap between both M:tG and D&D, this should be nice and easy, right?

But that’s not the point of these articles, a shamelessly self-indulgent stretching of the creative muscles made public for anyone to use, and a bit of mental exercise at the same time. So as we have Planeshift articles for Amonkhet, Dominaria, Innistrad, Ixalan, and Zendikar, and a large guide attached to Ravnica, I’ll have to look to another plane of Magic’s collection to make things a little harder. Theros is too easy, Phyrexia is my favourite plane so probably one of the easiest options for me… (more…)


The Shropshire Dungeon Master XI – UKGE and Comics Salopia

Hey Joel, you’ve published your articles a little late this week.

Why yes, yes I have thank you for asking. Last week was a long and glorious week, and GeekOut Shrewsbury was only the start of it. (more…)


Dungeon Situational – The Ruin

Not all ruins are created equal, from fallen towers to crumbling keeps, haunted, twisted, and occupied by whatever monstrous squatters are passing, but they’re all bait for any adventurer fool enough to believe that just because the walls have fallen doesn’t mean the traps stopped working. Ruins are a staple dungeon for and D&D game, but where some are simply old castles long ago abandoned, some have a far deeper history for those willing to dig a little deeper. (more…)


Dungeon Situational – 10 Mounts

There are so many more interesting ways to charge into battle than on the back of a horse… or at least in a fantasy setting there are a lot more choices, gigantic riding lizards are no longer available and we are running out of most of the other interesting large animals (seriously we need to do something, we are running out of cool animals to ride into battle). Horses and dire wolves are the classics and perhaps the most sensible options, but there are other, stranger possibilities.

Here are ten different mounts with stories to go with them, individual mounts with personal tales to tell, factions with hallmark choices of warbeasts, and one magic tree. (more…)


Dungeon Situational – Owlbear Encounters

Hoooo doesn’t love owlbears? They’re fuzzy balls of fluff topped with the best spiky bits from nature, but how to best use them without just dumping them into a random forest encounter? This week’s Dungeon Situational I offer up a few different ways to use these adorable hybrid beasties that may give you some ideas of your own… (more…)


Dungeon Situational – A Faction

A mad month of events is almost over for me, so this should be the last late article for a little while… should be.

Within every nation, powerful factions rise to serve a singular purpose. Military, academic, economic, and philosophical affiliations cause people to draw together, to organise, and to work together in pursuit of a common goal. Where adventurers are concerned, a faction can be a powerful ally, or a dangerous enemy, and the line between the two can be a delicate one, and each step in favour of one can lead powerful individuals away from another. (more…)


Dungeon Situational – Powerful Spell Components

I’m not much of a “Spell Component” guy, at least not material components, but the visual effect of one fusing chemicals in one’s bear hands to create fire or toxin, or vial of consecrated soil that shatters and causes the undead to flee before you, it’s all very stunning, I just find it a nuisance to track.

But to stumble across a rare material or strange artifact that might imbue a spell with power beyond its typical capabilities, even as a singular use consumable treasure, makes for an interesting treasure with unique appeal that might capture the imagination of your favourite spellslinger. (more…)