Browsing the archives for the Fluff/Inspiration category.


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    Fluff/Inspiration

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    A Word on Adapting Old Adventures

    Fluff/Inspiration

    D&D has been around for a heck of a long time and over the years there has been a ton of great material published.  Unfortunately the rules keep changing, not just as new editions of the game are released, but also as each edition evolves.

    This means that material can quickly become outdated to the rules.  So what do you do if you have a lot of older books laying around with cool stories that you loved but which you can’t play under the current system?

    One option is to take the plunge and completely update the adventure to the new system.  This can be great fun and very rewarding but it takes a lot of time and a lot of effort.  It is a great way to learn the rules of a new system, but it just isn’t always practical.  If you play regularly you probably won’t have time to make this kind of a huge switch.

    Another option that you may want to try is to keep the story the same and make some shortcuts.

    1) Only flesh out the key NPC’s.  The boss and key people the players need to talk to will require full-blown stats.

    2) Turn all of the other encounters into generic encounters appropriate for the level you are playing.  Orcs don’t play the same in 1st edition as they do in 3rd or 4th edition, so you may just want to pull them out altogether and drop in kobolds or goblins.  The players will not know the difference.  Even building and using a random encounter deck as suggested in the Dungeon Master’s guide can substitute for a lot of manual re-tooling of encounters.

    3)You may have to wing it with traps.  There were a lot of strange traps and devices in older editions.  Leave them in but change the damage to something that makes sense in the current edition.  Especially with the old “save or die” challenges you will want to make it a damage appropriate challenge instead.  Generally this can be done at the table during game-time rather than pouring through tons of books.  Just make a note Attk +8 2d6 damage or something to that effect.

    4)Curses and special effects.  4th edition is much more player friendly than earlier editions so things like cursed weapons and objects have pretty much disappeared.  This means that if you are updating an old adventure will will probably just have to drop them altogether.  In the old days it was common to pick up a sword and be turned into a troll or have your ears grow long and droop to your knees.  This isn’t expected to happen in the new game so unless your players understand that it might be coming it will be viewed as unfair to keep these surprises in.

    These points can turn a month-long overhaul into a few hours of preparation and still keep a great old story.

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    Dungeons and Dragons Thru The Ages: The First Battle

    Fluff/Inspiration

    The party approaches an old keep.  There is a crumbling out wall.  The party has discovered footprints and a wily character among them has determined that kobolds are in the are.  The party is pretty sure the kobolds are guarding the small courtyard leading into the keep but aren’t 100% sure of their location.

    Basic D&D
    The party consists of 1 Elf, 1 Magic-User, 1 Halfling, and 1 Cleric.  The person playing the halfing is the noob, but you already guessed that.

    The party stops and listens.  The elf makes the listen check and hears the kobolds moving.  They know where they are so the party moves in.  The DM rolls for a surprise round, the kobolds are surprised but he ignores the roll because quite frankly he wants the party to have some challenge.  They roll initiative.  Silently the DM curses because the party won initiative.  There are 4 kobolds.  The elf attacks and kills one.  The cleric attacks and kills one.  The Magic-User throws a magic missile and kills one.  The Halfling misses.  The remaining kobold fails his morale save.  The party loots and turns up 13 cp.  The party curses the magic user for wasting his magic missile, they go back to town to recover the lost spell.

    1st/2nd edition AD&D
    The party consists of 1 Elf Fighter/Magic User, 1 Dwarf Cleric, 1 Human Magic-User and 1 Half-Elf ranger.

    The party stops and listens.  The elf makes the listen check and hears the kobolds.  The DM rolls for a surprise round but nobody is surprised.  Everyone rolls initiative.  The DM re-explains THAC0 to the half-elf.  The Half-Elf takes one out with a bow.  The DM re-explains THAC0 to the elf.  The elf takes one out with a bow.  The Magic User sits on his but not wanting to waste his only spell. The DM is about to re-explain THAC0 to the dwarf but he rolled a 2.  The kobolds hit the elf for four damage.  Next round the kobolds run and the dwarf gets one on the way out.  The party loots and finds 13 cp and a cursed sword which turns the dwarf into a fairy.

    3.x edition
    The party consists of a gnoll barbarian, githzeria monk, sun-elf wizard, and goblin rogue.

    The monk makes a listen check and hears the kobolds.  The rogue sneaks out and scouts their exact location.  They get behind the gnoll who charges in with his guisarme.  In the surprise round the gnoll slaughters one, the monk kills another and the rogue kills a third.  The wizard offers sarcastic commentary and checks his email.  The party loots and finds 13 sp which they ignore.

    4th edition.
    The party consists of a tiefling warlock, a dragonborn fighter, a Halfling rogue and a half-elf ranger.

    The half-elf makes a listen check and they figure out where the kobolds are.  The DM has them playing on full scale battle mat so they lay out their positions.  In the first round the ranger shoots but misses, the fighter charges but his attack also misses.  The Halfling has no ranged weapon but is scared to engage.  The warlock scores a hit and does some damage.  The kobolds proceed to severely damage the fighter while keeping out of his range.  By now the players have figured out that kobolds have more than 3 hp.  They keep it up for another 4 rounds until all of them have burned their daily powers and the fighter and rogue have both dropped.  The ranger managed to drop the last one.  The part loots and finds a potion of healing and 130 gp.  They decide that three strikers in the party wasn’t a good idea after all.  They decide to re-form the party.

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    Dungeons and Dragons Thru The Ages: Facing the Dragon

    3rd Edition, 4e D&D, Fluff/Inspiration, Legacy D&D

    Basic D&D
    Please, please, please, please make my save vs. dragon breath.  Yes!  What, I still die.  You suck!  This game sucks!  I hate you all!  Grumbles and rolls new character sheet.

    1st/2nd edition AD&D
    Please, please, please, please make my save vs. dragon breath.  Yes!  What, I still die.  You suck!  This game sucks!  I hate you all!  Grumbles and rolls new character sheet.

    3.x edition
    Fortunately I min/maxed against this very possibility.  One hit, in the right place should do the trick.  What, you gave him class levels?  Prestige classes?  You bastard?  Fort save?  What?  Oh this roll had better be a 20.  Dammit, I thought one hit kills were done with in 3rd edition.  You suck!  This game sucks!  I hate you all!  Grumbles and rolls new character sheet.

    4th edition.
    Three hours of intense mini combat later.  I hate you all!  This game sucks!  You cheated!  You can’t put a trap, okay seven traps, in the middle of the battlefield that only the dragon knows about.  What were you thinking?  Aaargh, I thought they did away with party wipe in this edition!  Grumbles and opens character creator.

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    Dungeons and Dragons Thru The Ages: Level 5

    4e D&D, Fluff/Inspiration, Legacy D&D

    Basic D&D
    Magic-User/Elf: Fireball!  All mobs grovel before me or perish!
    Fighter:  It thought you said that at level 3 with phantasmal force.
    Magic-User: Oh yeah, I guess I did.  What are you complaining for you XP leach?  Maybe you can dodge a fireball, shall we find out?

    1st/2nd edition AD&D
    DM: Fireball!

    3.x edition
    Wizard:  What?  They so nerfed fireball.  This sucks.  This so sucks.  Dammit I’m going to play a cleric.
    Cleric:  What?  They so nerfed hold person.  This so sucks.  Dammit I’m going to play a wizard.
    Fighter:  Whoa, iterative attacks at level 6.  This rocks!  Suck it you spell casting sissies, I’m going to kick your butts!

    4th edition.
    Wizard: WFT?  Where’s fireball?  This sucks, I’m playing 3rd edition.
    Fighter:  More powers?  Whoa, I’m not sure I can handle this.  Just gimme something to bash.
    Rogue:  Where are my skill charts.  I miss the old skill charts.  Nothing left for me to copy anymore.

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    4 Comments

    Dungeons and Dragons Thru The Ages: Leveling Up

    Fluff/Inspiration, Legacy D&D

    Basic D&D
    Cleric:  Woot!  I’m level 3 already.  Rolls d6 and copies in new attack and save numbers.
    Magic User: Finally level 2.  Now I can cast sleep twice a day!  Rolls d4 and curses the dice.
    Fighter/Dwarf: Level 2 , cool.  Better attacks and more HP. Rolls d8.
    Halfling:  What, only a stupid d6 for HP?  What kind of a fighter is this?  You guys told me a Halfling was good.  You bastards!
    Thief:  Level 3, cool.  You know it does get kind of tedious re-copying these skill charts every level.  Anybody else have to do this?
    Elf:  Leveling up?  I think I need another 1000 xp for level 2.  Don’t worry though, I’ll catch up with you guys.

    1st/2nd edition AD&D
    Human characters:  Wootz, levels.  I love levels.  Roll HP and copy down new saves and attack values.  Make a note of special ability.  Oh wait, I have to re-figure my THAC0, hey DM can you do this for me?
    Multiclass demi-humans:  We’ll catch up with you in another 2000XP, but thanks for the thought.

    3.x edition
    Aha!  All proceeds by my master plan. But wait, somebody released a new splat book.  Whoah that prestige class looks cool.  Okay, I can still get it I just have to re-think my feat progression a little.  If I take a level of sorc I can get there, but bard will give me bardic knowledge.  Wait?  All that for one lousy ability?  Oh why didn’t I just start with levels of fighter.  Rolls HP, grumbles and places skill points carefully.

    4th edition.
    Wohoo a new utility power!  What no rolling HP, I want to use my dice.  Dammit I didn’t fork out $20.00 on these new custom dice for nothing.  Let me roll my freakin dice already!  What?  I have to recalculate every number on my character sheet?  Oh man this is going to take a few minutes.

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    Dungeons and Dragons Thru The Ages: The Trap

    Fluff/Inspiration

    The party finds a locked treasure chest.  They are all pretty sure that it is trapped, but they also know it has the treasure they have been looking for.

    Basic D&D
    The party consists of 1 Elf, 1 Magic-User, 1 Halfling, and 1 Cleric.

    The party convinces the Halfling that he should pry open the chest with the 10 foot pole he brought along while they wait in the corridor outside.  When they hear his body they go in and loot the chest and the Halfling.  They get 100pp 636gp and two gems worth 300gp and 550gp.  They rejoice, dividing the loot 3 ways while the noob roles up a dwarf.

    1st/2nd edition AD&D
    The party consists of 1 Elf Fighter/Magic User, 1 Dwarf Cleric, 1 Human Magic-User and 1 Half-Elf ranger.

    Nobody is dumb enough to try to open the chest on their own and they don’t have a thief good enough to disarm the trap.  They drag the chest out of the dungeon and over to a low cliff where they heave it over hoping against hope that the contents aren’t fragile.  Turns out they shattered a mysterious bottle of liquid which just happens to be the key to the quest and the solution to the cursed sword.  They also find 50pp and a note.

    3.x edition
    The party consists of a gnoll barbarian, githzeria monk, sun-elf wizard, and goblin rogue.

    The gnoll kicks the chest open releasing poison gas.  They all take 1d6 constitution damage.  They loot 500gp and a scroll of speak with animals.  Nobody is worried so on they go.

    4th edition.
    The party consists of an elf cleric, a dragonborn fighter, a Halfling rogue and an eladrin wizard.

    The rogue makes a thievery check and opens the chest without incident.  Inside they find a magical mace and a note.

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    Dungeons and Dragons Thru The Ages: Character Creation

    3rd Edition, 4e D&D, Fluff/Inspiration

    Okay, so the debate has waxed hot around the internet, so I’m going to add my grease to the fire in the next series of posts.  Try not to take me too seriously because, as with everything else I do this exercise is about finding the fun.

    Sample the first:  character creation.

    Basic D&D

    Roll 3d6 six times.  Put your lowest score into Charisma.  Put your highest score into your class’s prime requisite.  Copy down your saving throws and attack numbers.  Roll starting gold.  Buy equipment.  Ten minutes later you are in the dungeon.

    1st/2nd Edition AD&D

    Roll 4d6 six times.  Put your lowest score into Charisma.  Put your highest score into your class’s prime requisite.  If you wanted to play a paladin or ranger then screw around with your stats until you had something that worked.  If your DM allowed it, reroll until you got a decent character.  Have the DM THAC0.  Make racial modifiers to your ability scores.  Have the DM re-explain THAC0.  Copy down saving throws and to hit numbers.  Have the DM re-explain THAC0.  Fifteen minutes later you are in the dungeon.

    3.x edition

    Roll 4d6 six times.  Compare your results to a point-buy character.  Haggle with the DM until he gives you more points to spend.  Re-read the pre-requisites for every prestige class available.  Re-read the level progression for each base class available.  Calculate out the feats you will need for the first prestige class.  Min/Max based on feat entry requirements.  Put just enough points into INT/WIS/CHA to cover the highest level of spells you plan on learning (unless you are munchkining a spell caster or bard), dump most everything else into strength.  Re-calculate.  Decide you to go a different route.  Email your DM and ask about tweaking a feat.  When he says no, email your DM asking about an obscure feat found in a hard to find splat book.  Keep tweaking until you have +12 to whatever key action you want to use at first level.  Two days later you enter your data onto a character sheet.  Fifteen minutes later you are in the dungeon.

    4th edition
    Choose a pre-generated ability score array from the PHB.  Curse silently because there is no tweaking going on.  Re-read the list of powers, silently cursing because nothing seems to stack and it doesn’t feel like there is room to wiggle.  Choose your powers.  Re-read the list of feats, looking for a loophole.  Choose a feat.  Buy some equipment.  Copy some numbers onto your character sheet.  Copy some numbers onto your power cards.  Half an hour later you enter the dungeon, still feeling like you got ripped off because you weren’t able to tweak anything and didn’t get to ask the DM once about an obscure feat.

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    Being A Healer and Loving It

    Advice/Tools, Fluff/Inspiration, Play, Players

    There are a lot of roles out there that are very fun to play.  Most of us prefer to play the action oriented damage dealing sorts.  I was not surprised when we put together our first 4th edition party everyone (and I do mean everyone) chose a strike role for their first character.  I was also likewise not surprised when they all decided this was a bad idea and started mixing it up a bit.

    One of the main problems was nobody wanted to be the healer.  Being the healer isn’t always very glamorous.  You don’t generally get to dish out tons of damage.  You aren’t always in the thick of things.  In short it isn’t a role that appeals to everyone.

    Playing a fun healer means having fun with your role.  The role of a healer has more to do with the other players than any other role.  By definition you must interact with the other players.  This means that from the start you should be planning those interactions more than the ones with the NPC’s.  If your focus is on destroying the enemy you will always come in second to a well honed striker of some other class.

    As far as builds go you have a couple of choices, but two main ones.  Are you going to be good at healing or are you going to be awesome at healing.  Either way doesn’t much matter because like I said before it has more to do with how you plan to interact with the other players to determine the amount of fun you have.  I would recommend being as good at healing as you possibly can because it will make your in-game actions more significant most often.

    Now, when you perform an action, most of the time it will be performed on another player.  Not always, of course, but certainly more often than not.  So the question of “fun” becomes one of how, why, and when you perform those actions.  In general it is “fun” to save someone from the brink of death.  It is also fun to boost your friend just enough so that he can deal the final blow and save the party.  So play to maximize your chances of doing these fun things.

    I also find it fun to talk and interact with the other players.  Role playing makes this fun.  Pretending to be a devote priestess might mean making it clear that you will not heal those who perform evil acts without penance.  So that rogue who kept a bit more than his share might need to show some sorrow (and give the money back) before you waste your goddess’ precious power on him.  This could be as simple as choosing to heal a different ally each round before finally consenting to save his life or it could be much more blatant and extreme.  Or maybe your character really is neutral and dispenses healing equally to enemies who surrender without questioning their motives.

    The PHB does not allow for rules regarding much more mercenary healers who use their powers only for wages.  It is assumed that a healer will perform these actions as a natural course of adventure in return for her share of the loot, but it is not impossible to imagine a situation where a healer holds a party for ransom at a particularly dangerous stage, refusing to use a powerful spell until an additional share of the treasure is agreed upon.

    Whatever you decide to do, mold your healer to the characters around you and you won’t be disappointed.  Just being the guy who hangs in the back and says you regain X HP once in a while probably won’t be as much fun.  Being the character in the party that everyone wants to please because his powers are unique and useful tends to be more fun.

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    Monster Manual Music Video

    Fluff/Inspiration

    Okay, for those of you who don’t allow videos to play automatically or who have them blocked entirely, the youtube link is below.  The creator of this video sent me the link and I thought I would pass it on to all of you.  It is a kooky little video that captures the flavor of going out and finding the myriad of monsters available in the game.

    Anyone willing to put this much effort must really share the passion for the game.  Props to Dan Meth and company.

    Monster Manual Music Video

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    Adding Randomness To Your Game

    4e D&D, Fluff/Inspiration

    4th Edition Dungeons and Dragons has made a fairly strong move away from randomness at the gaming table.  From the point buy system becoming the character creation standard to a leveling system which defies random encounters the dice have become a less necessary tool.

    For those who really do enjoy rolling the dice more than necessary, are there ways of injecting randomness into the game without breaking it?  Of course there are.

    Here are some ideas.

    •  Roll random characters.  Roll a die to determine your race.  Roll a die to determine your class.  Roll dice to determine your ability scores.  Roll dice to determine your powers, skills, background and even equipment.  This can lead to some extremely wacky combinations that can turn out to be very fun.
    •  Make up a random encounter deck per the instructions in the Dungeon Master’s Guide.  Or just make up a list of monsters of the appropriate level and then roll dice instead of drawing cards.
    •  Roll random NPC reactions.  Not just favorable or unfavorable, but a nifty chart like:

    Friendly Reactions
    1-3 Tells a knock-knock joke
    4-5 Invites PC’s to dinner
    6-8 Offers healing
    9-10 Offers most valuable possession
    11-12 Shares childhood secret

    •  Roll a d8 instead of choosing the direction your character moves during combat.  Not the best strategically but definitely fun for chaotic minded types.
    •  Roll to determine which power to use.

    Naturally there are many other ways of injecting some random fun into your game, but these are some ideas to get you started!

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    Being A Fun Power Gamer

    Fluff/Inspiration, Play, Players

    There are power gamers and then there are really, really annoying power gamers.  You know who you are (or at least the people who play with you know who you are).  You are the kind of person who has to squeeze every last advantage out of every single die roll. The person who has figured out the exact best strategy for each and every situation and then berates the rest of the party into doing it your way.

    So how can you make power gaming fun?  Is it possible to create a powerful character that doesn’t give the DM a headache?  Can you maximize your efforts without overshadowing the rest of the party and making the game generally un-fun for everyone?

    The key to being a fun power gamer is to understand two concepts: limits and differences.

    The limits I am talking about are primarily limits that apply to things outside of the rule books.  The rules are the rules.  Yes there is some room for discussion on certain points, but by and large the rules are defined.  However there are limits that are not written and often also unspoken.  For example as new splat books are published you may be tempted to run out and get all of the latest books in hopes of finding obscure feats that enhance your play style so that your planned character can maximize some combat action such as doing massive amounts of damage.  While the rules allow you to do this, your DM or playgroup may frown upon it.

    Is it unfair for the DM to restrict your game?  Maybe yes, maybe no.  Fairness is more than just doing what is written in the book.  Fairness is also making sure that everyone at the table has fun.  If the DM does not have time, energy or money to get all the latest books and review all of the information then it can become un-fun for him or her and they may simply apply a restriction in order to save themselves time.  If you have used obscure rules in the past to gain an unexpected advantage, don’t be surprised when the DM decides on this course of action.

    What about limits with the other players?  Combat strategy is one way in which a power gamer can get a true advantage over the other players.  It is possible to go through an entire combat without taking any damage.  It is possible to go through an entire campaign without taking any damage.  In fact it is possible for the entire party to escape completely unscathed from combats that appear on paper to be overwhelming.  Not every player understands this.  Most players aren’t even interested in figuring out how to do it.  Most of them are happy to wade in and slug it out knowing (or hoping) that the encounter is balanced and they will survive.

    The power gamer (and different kinds of power gamers) will find himself at conflict at this point.  Yes the combat may go better if the stupid Halfling would get into flanking position and just wait for one stupid turn so they can get in that extra damage.  On the other hand if you tell Joe one more time what to do with his character he may just punch you in the nose.  There are no rules (except house rules) governing these types of situations.  Learning the limits, especially the unspoken limits that other players expect from you will help everyone have more fun.  More than once I have watched players purposely undermine the power gamer’s efforts just because he pushed his min/maxing so far that it detracted from their role-playing experience.

    Now differences.

    There are many ways to play the game, and power can be defined in many terms.  Is power defined by combat ability?  Is it the ability to overcome encounters (no, not the same thing)?  Is it defined by treasure?  Ability to deal damage without magic items?  Being able to do maximum healing?

    When a pair (or more) of players put a definition of power on their character and then play to maximize that power at the expense of everything else they will inevitable come into conflict.  Understanding that these differences exist and that they are irrelevant until they start affecting the level of fun is crucial to avoiding the kinds of conflict that can lead to players actively undermining each other.  Differences in character builds, combat strategies, gear choices, negotiating styles and many other areas can all be equally powerful in terms of having a successful game experience.  If the goal is to have an enjoyable game session there are many ways to achieve this goal and each are as different as the people who play the game.

    Until next time, have fun!

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    Character Ticks - Making A Character Memorable

    Fluff/Inspiration, Play, Players

    Okay, there are characters and then there are characters that we remember (for good or ill) for years and years, long after they have been retired.  These are the characters that are talked about by the gaming group or to anyone who will listen even when the conversation has nothing to do with Dungeons and Dragons.

    One way to make a character memorable is to give that character a trait - a player playable trait - that sparks an emotional, physical, or mental reaction of some sort in the other players.  In many ways this can require a bit of meta-gaming, but in other ways it is just really thinking through who the character is and what he or she is about.

    An easy trick to developing this kind of trait is using a tick.  Something that happens at regular intervals.  Some examples would be a catch phrase such as a barbarian’s battle cry, which is used at the start of every combat, or the character always referring to himself in third person.

    Often during the character creation process we think in visual terms, i.e. the style of armor or the color of the character’s hair.  Unfortunately these things are relatively intangible.  The picture of that character is different in the head of each individual sitting at the table.  The shade of red in your heroine’s hair is going to be different for everyone.  The things that you as a player do, however, are going to be witnessed by all and will bring a much more tangible expression of your character that everyone can relate to.

    I cannot over-emphasize that these need to be verbal or physical actions.  The other players need to hear or see what you do.

    Now, be cautious in that you do not choose something that is very difficult to maintain.  A goofy accent, for example, works pretty good for about half an hour or so but then tends to become forgotten.  By the second session you don’t even bother trying.  Likewise complex or time consuming rituals will simply be annoying.

    Which brings us to the final point of the day which is that these kinds of ticks will probably annoy someone?  You can overdo it, and you probably should – just once.  Overdoing it once will implant it into the memories of everyone at the table.  Overdoing it twice and you will most likely be asked to stop.  Throwing in the occasional reminder will play to the character without driving everyone nuts.  The whole idea is to make the character come alive with those little details that make all of us real.

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    Dungeons and Dragons is Evil

    Fluff/Inspiration

    I knew this kid back in junior high who kept to himself all the time. We all thought he was a little strange, maybe just sniffing too much glue on the weekends or something. We ignored him, but maybe we shouldn’t have. It turns out the truth was much, much more sinister.

    Come to find out he would play Dungeons and Dragons. What is Dungeons and Dragons, or D&D as the cult like to call it? Well, I would just explain it as crack for geeks. It took this otherwise nice kid and turned him into a devil worshiping, dice totin’ maniac.

    Before we knew it he was mumbling things under his breath during class. Once, during algebra the teacher asked about the Pythagorean theorem and he responded ten die six. I knew it was an evil incantation. I got a glimpse of his Trapper Keeper, and it was filled with complex formulas and notes about zombies and demons.

    Everyday at lunch, he and his friends would gather in a corner somewhere and roll their dice. Whenever anyone came near they would give us annoyed looks and turn back to their sorcerous works. Needless to say I learned quickly to simply avoid them.

    Later on I found out that D&D is essentially a forming school for wiccans, druids, and other horrible things. Not only that it is horribly addictive. Players can spend their entire salaries and all of their time dedicated to it.

    My message to everyone today is: AVOID DUNGEONS AND DRAGONS AT ALL COSTS. Do not play this game. Do not let anyone you know play this game. It will ruin their lives. It will ruin any chance they have of happiness. It will turn them into horrible servants of unknown powers. It will make them crave salty snacks. D&D is evil!!!!!!!!

    P.S. April Fools

    (for those of you who don’t know, April 1st in the United States (and other parts of the world) is a holiday where jokes are played, and this post is meant as a joke).

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    Shameless Self Promotion

    Fluff/Inspiration, Product Reviews

    Well, I got to taking a look around and guess what I discovered?  Today is my 100th post here.  Now I’m sure that the vast majority of you are going to skip on through an off topic post, and frankly I don’t blame you a bit.  However, I did want to pass on a couple of links which are important to me, if not important to the rest of you.

    First:

    A link to the first chapter of my novel The Cleansing of Darnuth Keep.  For those of you who don’t know, in addition to playing copious amounts of Dungeons and Dragons and preparing adventures for said game I also write stories, poetry and novels.  The Cleansing of Darnuth Keep is my first novel published entirely online and as the title of this post declares this is a shameless promotion of that work.

    For those of you out there looking for something to read, well I have to say that I enjoyed writing it as much as I have enjoyed reading just about any other work of fantasy out there. What you’ll find on the site is are the various chapters, each published weekly (though I suspect some of the links are a bit broken as I don’t maintain that site as much as this one).

    Second:

    If you want to get the entire book in one easy to read .pdf file, well you’ll have to pay for that.  $5 will get you the e-book version, which is much more convenient that trying to navigate the links (did I mention that the entire novel isn’t up yet?).  There are, of course links on the site or you can follow the direct link here.  You’ll need to enter a name (doesn’t have to be your real name) and a valid email address.  You need a valid email address because that is where the download link will be sent.

    In any event I do hope you drop on by and check out a chapter or two or three or twenty.

    Finally I would like to send out a huge thanks to all those of you who have made reaching 100 posts an enjoyable experience.  There have been a number of comments on several topics, many of which are quite frankly of very different opinion than my own.  I think this is wonderful.  Some of you have very much inspired me to try different things and to think in new ways, which is always refreshing.  Others have simply made me wonder at your upbringing.  To each of you I express public gratitude.

    As always, have fun with your game!

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