Can tabletop RPG’s and disability find some commonground? That’s what the work of Power Up Gamers wants to accomplish, as they want to bring about discussion on tabletop RPG and gamers with disabilities. Part of their goal is to produce a three-part series of RPG supplements called L’gats Tome of Amazing Creatures. Learn more:
There’ve been countless times where I’ve ran a campaign and gone “actually, I really could do with creating a custom creature”. Usually because I’ve been playing a game where the scenario is so far out there, that the confines of Dungeons and Dragons dicates I should be reaching far outside of it to get something more fitting. I’ve had grand wars between gods with my players being in the middle of the fights, I’ve also had to get people to fight off flaming dire wolves. However, sometimes, your mind draws a blank and you need more inspiration. That’s where monster compendiums such as L’gats Tome of Amazing Creatures comes in.
Continue reading “RPG Supplement Review: L’gat’s Tome of Amazing Creatures”
Wizards of the Coast continue their current run of guides as penned by some of their historical giants. Volo, Xanathar are names you might not know if you’re only familiar with the core rule books, but Mordenkainen should be a name familiar to even those with a passing knowledge. You might recall Mordenkainen’s Magnificent Mansion, Mordenkainen’s Sword, or Mordenkainen’s faithful hound, or even his Magnificent Emporium if you got into 4e in the same way I did (still some interesting magic items in there by the way, worth a read for the ideas).
Scattered with his rather ominous notes, the Tome of Foes discusses some of the greater conflicts in D&D history, the parties involved, and what horrors lurk beyond the world, awaiting those who would dare rise to the challenge. My copy arrived last week, here’s what I thought… Continue reading “Review – Mordenkainen’s Tome of Foes”
Deep beneath the ocean, a creature of immeasurable power slumbers eternally, utterly alien in form, a great winged beast with tremendous psychic sway that spreads across the world.
Considering human beings trap small Pokemon and train them to fight, there are some terrifying entities higher up in their ranks. Creatures wrought of legend, gods and fiends, ancient and terrible monstrosities that can end worlds, or create them. And apparently they can be contained and made to fight in very terrestrial competitions.
So as I sit writing entries for my personal Pokenomicon, I find that I’m building from the inside out. Taking my combination of Cthulhu and Lugia as my central point I’m designing the rest of my maniacal menagerie from concept of that deep and ancient terror, Cthulugia. Let’s take a look at the components: Continue reading “The Call of Cthulugia”
In DMing 101 I’ll be giving generalized advice on how to run a tabletop role-playing game. The articles will not presume any knowledge, except being able to read. And maybe knowing what dice are. And paper. And a computer. Maybe some other stuff. I’ll also presume that you can remember that DM means Dungeon Master. Some people call it a Game Master or GM, but I don’t. Suck it up.
There are a few quick start guides on how to DM out there, but DMing 101 will offer a fairly easy set of tips that a novice can follow to make his/her games something truly memorable.
Continue reading “DMing 101 – What You’ll Need”
This Tuesday I got hold of my copy of the new Monster Manual, quite literally as soon as it was delivered to my local games shop. The Monster Manual (MM) is a catalogue of creatures that can be used in Dungeons and Dragons campaigns and is the second book that comprises the “core set” essential to play, although truth be told an experienced DM could start running a full game right now, especially as your players have now had a month to play around with the Players Handbook that I reviewed shortly after its’ release.
Now let me be absolutely clear here. I’ve made no small issue of how much I love this edition, and I really tried not to gush too much over the PHB, clearly that didn’t work out very well. I also love Monster Manuals. The first ever game of D&D I played I was thrown in at the deep end and asked to be the DM, and after a quick flip through the 3.5 edition PHB and Dungeon Masters Guide I found myself flipping gleefully through the collection of Monster Manuals I’d been presented with. Now my actual role-play chops were pretty weak back then, and combat was one hell of a beast to get to grips with I’ll admit, but as I leafed through the fantastic menagerie a world of possibilities opened up for me.
Continue reading “D&D 5th Edition – Monster Manual”