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…)
Hey Joel, you’ve published your articles a little late this week.
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…)
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…)
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…)
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…)
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…)
“Slightly fatigued with Mary-Sues” of Liverpool writes:
Whenever I start up a game, or try to join an RP online (Star Trek or otherwise), almost every other player seems to want to break the boundaries of class or race to make their character ‘the exception to the rule’. I don’t mean multiclassing (which of course also happens) but more like “Yeah I’m a Vulcan, but this Vulcan has emotions”, or “I’m a high elf who’s actually a dark elf”, or “I’m a paladin, but I’m a pirate bard warmonger. Oh yeah, they deity I’m devoted to is the lawful good pantheon head”. Even stuff like “Oh we’re doing normal D&D? Cool, then I’d like to play a half-orc, half-Aasimar barbarian, and my character path is that I’m the son of a divine being and my powers will slowly develop as time goes on”.
The question is: do you experience this as well? Does it piss you off? Do you find that characters like that are actually interesting?
Also how do you deal with it? Do you kill one of their legs and raise it from the dead? (I know it happens, don’t try and tell me it doesn’t!)
And final question – do you find that characters that are rolled within the worldly norms (Sun elf bladesinger in forgotten realms/good old fashioned Barbarian etc) actually work better and give people more of a chance to be exceptional by playing the story rather than trying to force it at creation stage?
The exiled drow rejected by the society he knew and unable to be accepted by the society he chooses to fight for is not an unheard of cliche, it might well be that there was a time when one could hardly move through a game shop without stumbling across a Drizzt Do’Urden or variation thereof, and while the hobby is supposed to be about imagination, and while heroes are supposed to be exceptional examples of their kind… yeah, yeah, there is a definite trend towards “I’m an X but Y” where in the written lore the two variables are – not mutually exclusive, but outlandish and absurd.
Now there’s nothing wrong with playing a quirky character, and there’s nothing wrong with playing an outcast, happy people with cushy lives don’t go out adventuring… unless they do, you have to play the guy who got bored with life and took up the sword and fireballs at some point.
For example, you can be the pirate paladin, hells, I’ve literally just done it, an enforcer of the honour amongst thieves, share your loot, say nothing to the cops, and if you don’t play nice with your other underhanded brethren expect to be smote in your sleep (I can do that, my god said I could). But there is a balance to be struck between quirky and different and wacky and outlandish. Fantasy is supposed to be outlandish, so is sci-fi to an extent, but there is a difference between a Ferengi whose bad at business and decides to join Star Fleet, and a Ferengi who hates greed and money grubbing behaviour and lives like a peasant out of choice, that Ferengi would be stoned to death, like the guy who decided to roll that character. That character would be a pariah, that character should be a pariah, and that’s how the world would treat them, and that player would have to come to terms with that before they sit down or have a miserable time at the table.
Giving your character a place in the world, ties to nations, loyalty to factions, all offer potential for characters to be part of the world, opening avenues of role play and adventure, not to mention having allies may prove essential if a character is a loner and outcast. A character with family is – of course – asking for more trouble than the half-klingon-half-tiefling warlock of Salvatore, but it’s more dramatic and awesome trouble than it is painful and contrived awesome. It is more epic to have to leap to your death to save your estranged brother than it is to have everyone in every town you enter ask what the hell you are.
Hybrid characters are relatively easy to dismiss as a concept, you can play the pure biology card: “the pairing doesn’t work, no offspring can come of the union” or in the case of divinely or fiend-touched bloodlines, one lineage dominates, but if your player can present you with a well-reasoned, well balanced race that fits the world then by all means let it through… but let’s be honest here, it sounds like that’s not the kind of player we’re talking about here.
I for one have been lucky, I only rarely have to deal with such characters and they are usually only in single-game adventures, the kind that you want the obscene and ridiculous concepts so you can squeeze as much ridiculousness out of three hours as possible, however, might I suggest requesting from players that they either:
- Follow guidelines to character creation, such as making membership to a faction mandatory, like Star Fleet, or a Ravnica guild as examples, or excluding certain races. It may seem harsh at first but given justification you’d be surprised how many players can get behind “the plan”.
- Have new players pitch two or three character concepts. Clearly you’re dealing with some excessively creative people… maybe too creative… and giving them that brief will let them explore a few ideas, while allowing you to pick a selection that you think will gel together best.
- Talk to the players once they’ve given their characters, and impress upon them the hard life they face as their chosen character, and ask if they’re willing to face that played out in game.
If, after all of the above, they still can’t play your way, clearly, yours is not the group for them.
And for the record, it was both legs, and it was one time! He was fine! He was walking around on them for months of game time with surprisingly little issue. He just spent a lot on replacing leg-wear.
If you have a question… ask it! I might even answer in this ridiculously long and rambling format. I’m not promising to turn this into a series, but when if it happens, it happens, and I’m perfectly fine with it. Other people have made a series of “Dear Dungeon Master” letters, but don’t let that stop you coming to me… this is fun!