Browsing the archives for the Fluff/Inspiration category.


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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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    6 Comments

    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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    3 Comments

    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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    1 Comment

    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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    3 Comments

    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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    1 Comment

    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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    3 Comments

    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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    2 Comments

    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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    3 Comments

    Backstabbing, It Could Be Fun!

    Fluff/Inspiration, Play, Players

    I’m not talking about the old backstabbing mechanic from yesteryear (don’t even get me started on the different iterations from various versions of the game) I’m talking about when one character in the party decides to grab the loot and/or slit throats on his way out of town, leaving a wake of destruction and a really pissed off party behind.

    Going against the party has a lot of ramifications.  First, it is likely to cause some out of game friction.  If, for example, you play in a game with your wife/girlfriend, then slitting her character’s throat in her sleep may cause you to sleep on the couch in real life.  In other words it really does piss of the players, not just the characters.  If you make enough people mad (or just one mad enough) you may find that you as a player are no longer welcome in your group.

    Next, understand that in all likelihood this is a suicidal path.  There are times when the evil-doer gets away with it.  Usually this is because there is generous support from a willing DM.  In most cases, however, the resources that the other members of the party can garner are simply overwhelming for one lone character.  So if you decide to undertake this option, beware that it will most likely ultimately result in some sort of permanent retirement.

    Now, for role-playing purposes, I highly recommend that you play a character that is evil from the start.  This can and will make for some interesting interactions from the start of the adventure.  If you play a good paladin for sixteen levels and then wake up one day and slaughter your companions there just isn’t a good way to explain it.  Many people have tried in many different ways, but the truth is it always feels unsatisfactory.  Plus it usually carries more out of game consequences.  When the evil warlock who the party recruited because they needed his support starts poisoning the water, nobody is surprised.

    I recommend this sort of option only for more experienced players.  In general once this happens the main adventure gets forgotten entirely.  For this reason it could really piss of a DM, and if you do it to a new DM they may really do some horrible things to your character by way of retaliation.  A group that has been playing for a while, will know how to handle the situation better and there is a greater chance that everyone at the table will find a way to enjoy it.

    Now, if you are going to do this and get away with it, here are my suggestions.  First, play an evil character.  Second, make yourself as valuable to the party as possible.  Third, gain a measure of control over at least one other party member.  Fourth, blame it on someone else.  Finally, get your DM’s permission first.

    In case your wondering these experiences are also almost always the most memorable.  People will talk about it for years to come.  You will be regaled in D&D history.  And you will never be trusted again.

    As always, have fun!

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    5 Comments

    What To Do When You Are Sick Of Your Character

    Fluff/Inspiration

    So it doesn’t happen all the time, but it does happen.  You get tired of playing the character that you are playing.  This could be a result of some mistake you made during your build that you didn’t anticipate, or a bad fit for the party or a maybe you just fell out of love with dwarves.

    Whatever the reason, you may find that your enjoyment of the game is significantly diminished.  My first rule of playing any game is to have fun, and especially when I sit down for D&D, so if this is causing your game to be un-fun then it needs fixing right away.

    You have several options here.  First, though you may want to really think about what is causing you to wish to play something else.  Odds are good that when you know the reason you can find the solution easier.  Now, talk with the DM.  This may sound a bit difficult to some players, but the truth is you just have to do it.  The DM will most likely be able to help you find a solution that won’t hurt the group.

    They may suggest quietly retiring the character.  The character may just buy a tavern and settle down or may get married and start popping out kids.  Retirement is a good option because it allows the character to come back later in a new adventure if things change.

    The DM may allow you to simply rework your character into what you want.  If the changes are relatively minor this can be the best option.  If all you want to do is swap out a feat (and you don’t want to wait a level for retraining) then your DM might just allow you to do it.  It doesn’t hurt to ask.  However don’t make a habit of this.  I know that I cut some slack to newbies, but if you’ve been through more than a session or two with me I expect that you understand the rules and the consequences of your decisions.  A lot of DM’s are like this.  They don’t want to have to spend time memorizing everything on your character sheet and doling out character building advice to all the players when they could be spending that time preparing new encounters.

    Finally, you may be asked to play the character out.  Now, if you are a subversive sort of person this may be your opportunity to go really wild, taking total risks and behaving in a totally suicidal manner.  Open every door.  Charge into every battle.  Take on every trap.  Eschew aid from the party cleric.  In short, do what it takes to get killed.  The change of pace alone may renew your love for your character

    Whatever you do, have fun with it!

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    3 Comments

    How Much Realism is Too Real?

    Advice/Tools, Dungeon Masters, Fluff/Inspiration, Play, Players

    Is there such a thing as too much realism in a fantasy game?  Most people that I have talked to would agree that yes there is a line that can be crossed where the game gets too real and it is no longer fun.

    So where do you draw the line?  My simple answer is “when it isn’t fun anymore.”

    Unfortunately in a game as dynamic as D&D, the definition of what is fun is as varied as the people who play it.  This means that the amount of realism that should be included in your game in order for it to be fun will also be different for each player.

    Some players want the game to feel as real as anything.  They want the game to feel as close to real life as possible.  This could mean live action role-playing and speaking in character at all times or complex house rules to govern occasional situations that arise.  Grappling and disarm rules, for example, have evolved over the various editions of D&D.

    Realism can also come in the form of the way that the game world evolves.  Treatment of social structures, businesses, commerce, family life, religion, and so forth can all be made more realistic – that is they can more closely mimic actual organizations or people, or they can draw closer to some fantasy ideal.  The level of realism again needs to reflect what is fun for the players.

    Some players really want to be involved in a game that is totally foreign to their lives.  They want to imagine themselves doing and saying things completely different from what they live day to day.  Other players would rather play a game much closer to their lives.  They simply want to extend their imaginations to the point where they are the heroes in an existence that greatly mirrors their own.

    As players it is important to understand where the expectations begin to impinge on the expectations of others.  If the degree of realism for one player is so diametrically opposed to another player’s then they may not be happy in the same group.  This means that they need to communicate with each other in order to find a compromise or agreement; even if the agreement is that one or the other leaves the group on peaceful terms.

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    2 Comments

    Religion in A Fantasy World

    Advice/Tools, Fluff/Inspiration

    Like other aspects of a fantasy world, religion can be very important to making it feel believable and alive.  Often religion is used as a hook to start various adventures.

    One caution I would make would be to try to give it as original a feel to it as possible.  In our world there are many, many religions and as many viewpoints about it as there are individuals on the planet.  Most of us, if we are religious, have a monotheistic view, but in reality our definitions of deity are so varied that we may as well worship a dozen different divinities.  The point I am making is that it is okay to draw upon the world around us in order to get NPC’s or PC’s with realistic feelings and reactions to religion.

    Most people who get a knock at the front door by missionaries from one church or another do not respond favorably.  We have reasons.  We have purposes.  We just don’t care.  Often we play practical jokes on them.  More often we just ask them to go away.  Sometimes we get harsh, even violent with them.  Sometimes we invite them in and willingly listen to their messages, seeking something better in our lives.

    The same thoughts and feelings also affect people in fantasy lands.  Most don’t attend church – unless they have to.  Most of them who do don’t follow everything the church says unless there are strong social consequences.  Some follow the teachings because they are strong believers.  Even these people struggle with aspects of the teachings.  They have temptations.  They have weaknesses.  Most of the time they succeed, but sometimes they fail.

    Bringing a bit of this realism to a character can really give them a feel that goes beyond the numbers and the statistics.  A rogue who was raised by a cult somewhere may still struggle with guilt about leaving them behind.  Perhaps he hates the life he has chosen, but lacks the strength of character to change.  Maybe he has tried before and failed.  Maybe he is just waiting for the right person to push him over the edge.

    Perhaps the cleric that you play is devoted only in word but not in feeling.  She has studied and goes through the motion, but really doesn’t have any conviction.  Perhaps she is a corrupt priestess or maybe just happy to live a comfortable life living off of the donations of the followers – until forced into an adventure.

    Taking a different view of religion – other than blind devotion – can take your character to a new dimension of interest and playability.  At some point most of our characters will react with a cleric of some faith or another.  Put a little thought into how the character really feels about it and the session might go a bit differently than expected.

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    2 Comments

    Your First Character?

    Fluff/Inspiration, Players

    Do you remember your first character?  How about your first adventure?  Who did you play with?

    My first character was a magic-user.  I played under basic Dungeons and Dragons rules (the red box).  My brother was DM.  My Dad wanted to know what we were up to so he chipped in and played a thief.

    A 1st level magic user and a 1st level thief under the basic rules wasn’t much.  We crawled through some dungeon that my brother drew up.  We missed the secret door (of course) and triggered the trap.  I think we had a total of about 4 HP between us so needless to say we didn’t last very long.

    But I fell in love with the game.  I fell in love with magic users and went on to play several more later.

    What about you?  What was your first character?  Your first adventure?  What hooked you?

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    10 Comments

    Have You Seen Spellfury?

    Fluff/Inspiration, Product Reviews

    So I’m browsing the web and I came across www.spellfury.com.  Understand that I’m pretty much into whatever has to do with D&D or sword and sorc type stuff.

    Spellfury doesn’t really have much to do with D&D other than it is a sword and sorcery type live action movie.  Okay, movie might be a bit of a stretch.  Basically it looks like a bunch of like-minded people getting together and filming some serious live-action role-playing with some low-budget special effects thrown in for fun.

    What can I say, its pretty fun stuff.

    Personally I never got into live-action role-playing.  Not because I have a particular aversion to live-action role-playing, but more because circumstances never really came together for it.  Between the wife and kids I barely have time for the role-playing that I do let alone gearing up for a live game.  That, and all the friends I have (had) who do live action role-playing now live in other states (which is to say that I now live in another state).

    But I digress.  The point is that if you are into low-budget fun and checking out others who are also into low-budget fun then check out spellfury.com.  It is worth the short trip over, and if you don’t like it then it is worth the short trip back to leave your opinion here.

    Now, be forwarned that the website is nearly impossible to navigate.  There is a huge clutter of art in various locations, so it can be more than just a tad difficult to figure out where to go.  Luckily the movie bits are all there on the front (at least I didn’t find any anywhere else), so no worries about navigating through a jumble of links to get to the juicy bits.

    There is also a message board, though at the moment it appears to be more or less dead.

    Did I mention low-budget?  As in friends getting together to have fun, which is what D&D is all about.  You can call it cheesy.  You can call it simple.  There are lots of things to call it.  Mostly I think it is just fun.  I think that is what I liked about it.  It is just people having fun with what they love, regardless of the opinions of others.  That is something I can respect.

    I’ll be following their continued adventures until inevitably they run out of time and/or money and the project dies.

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    Taking Inspiration From Fantasy Stories

    Fluff/Inspiration

    When it comes to designing adventures, one of the hang ups can be finding a place to start.

    Building individual components isn’t necessarily all that difficult.  Putting together a monster with a treasure packet is a fairly simple process.  Making a story that makes some degree of sense can be a bit more difficult – especially if the players decide not to play along.

    Building a setting around a fantasy story that you like – a book, a movie, a game – can be an excellent way to build flavor into your game without stressing yourself.

    My main rule of thumb when designing this way is – Keep the setting; make new characters.

    The look and feel of a world, the kinds of creatures found there and their habits add a lot of flavor.  Keep these elements and the players will almost instantly recognize where they are and how they are supposed to act.

    By eliminating over-familiar characters and plot devices the players will be able to find their own adventures.  If there is a personality in the story that you liked a lot, then go ahead and have that personality – but change some aspect.  Change the name, the location, or clue that they are guarding.  Changing these aspects of the characters will keep the players guessing as to what is coming next.

    Taking multiple elements from different stories is an easy way to build in originality.  If you enjoy watching mysteries, then take elements from a modern mystery and apply it to your world.  A serial killer that needs to be caught might use magic instead of weapons.  The flavor and feel of the mystery are the same, but can be applied to your universe and given a unique spin.

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