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…)
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…)
Card games and Kickstarter are like ducks to water; many good card games come from the platform and today we’re going to chat about another. I recently found Cover Your Kingdom, which claims to conspire to acquire punderful creatures. If that isn’t a tagline that gets you excited, I’m not sure what you get out of bed for in the morning. Puns, creatures and medieval themes? Sounds ace to me. There’s not much time to back this one, so check out Cover Your Kingdom today. If you want the lowdown, then read on for our summary of the campaign, along with the lower reward tiers.
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.
It’s that time of year again. We headed out to Birmingham to cover as much as we possibly can in the 2019 UK Games Expo. Sadly this year we were one reporter short, so we have probably not been able to cover as much as we normally would, although I did manage to bump into Joel! UKGE is a great time to launch and/or have your Kickstarter running. As I went round the show I picked up and spoke to as many creators as possible, so today I wanted to start with the projects that are currently live.
Gods are made to explain the inexplicable. Diancecht, Nergal, Loviatar are the cursed divines who bring disease in mythology, from Dragonlance it is the domain of Incabulos or Nerull, and from my setting find Ugol, dark god of the alchemist, whose symbol is a scorpion in a jar. But among these are gods who balance both the disease and the cure, gods who have the power to condemn and to heal.
Plague clerics, also known as plague doctors, strike a balance between life and death, embracing the horrors that befall mortals in the name of healing all sicknesses, and bringing suffering to only those who deserve it. (more…)
Halflings – the legally distinct smallfolk that are in no way to be likened to hobbits – are friendly if sedentary people who live in garden-like settlements dotted with allotments and farms that can help sate an appetite that defies their small stature. Occasionally they rove great distances in search of new lands to settle, finding new allies and friends at every turn. In D&D – certainly in 5th ed – they come in two key varieties, lightfoot and stout, but it’s highly unlikely that such a well travelled race would be so limited in diversity.
An important side-note, in my settings halflings are not the cheery big-footed miniature people as in other, more typical campaign settings. Halflings universally come from a distant and unknown continent, about which they never speak except in reference to “home”. They are predisposed to secret-keeping, and when they settle in one place they make their homes impregnable by means of stealth and warding magics. The following halflings come from one such continent, on one such world, but should be suitably balanced for any campaign setting. They also use D&D 5th edition rules. (more…)
An adorable card game, set in a little city that needs to be built up. You’re going to build this city up, as you are the new mayor! But to do so, you’re going to need money. The best way to make money is by making businesses that can help you generate said money. Will your city be the most desirable of all, in this beautifully simple city-building card game, Machi Koro? Or will you have to pay your opponents more than you get for yourself?