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THE MAGICAL/MIRACULOUS/METAMORPHIC COSTUME

This post on Public Domain gave me a Gaming Idea, but also one for Real Life.

But in Gaming the idea of full-sets of Magical Costumes” (antique and unique artifacts, benign, and cursed – perhaps even relical) to Act as Armor, Camouflage, Costume, Cover, and Disguise.

Come to think of it, it gave me a few Literary Ideas as well, especially for scifi and fantasy and pulp.

https://publicdomainreview.org/collection/recueil-de-la-diversite-des-habits/

THE LANTERN OF LORNOLN AND AD HOC ADVENTURE/CAMPAIGN/GAME DEVELOPMENT

THE LANTERN OF LORNOLN AND AD HOC ADVENTURE/CAMPAIGN/GAME DEVELOPMENT

As a DM I am practicing a new gaming technique with my players which I am calling Ad Hoc Development. I plan to write up a more detailed paper and post on the idea later on but for now I am posting this briefer synopsis here because of the fact that my players don’t visit here and won’t see it. They don’t even know this place exists.

Actually this is a very old technique for me (and for others as well I am sure) for it goes back to the time I was a teenager and used to do something similar as a DM. The idea is very simple. I simply watch what the players are doing, the problems they encounter in game, and then modify the adventure, campaign, or game on an ad hoc basis as events progress to offer them possible, yet not obvious or easy or expected solutions to the dilemmas that lay beyond their current capabilities to resolve. It is somewhat similar to the idea of a literary or mythological Deus Ex Machina/Machinae, but the idea is not to “save them from disaster” but to offer them an unexpected and useful possible solution to their in-game problems. Problems they don’t have the resources or abilities to yet solve for themselves.

The technique works in this way. First I observe what they are most having problems doing, then as they proceed through the adventure/campaign, etc. I simply provide some unusual device, creature, companion (man-at-arms, etc.), artifact, magic item, clue, etc. which should, if thoroughly investigated and experimented with (and that is the real key), allow them to resolve their current set of difficulties.

To that end I simply observed my new group of players as they explored the Sunless/Sunken Citadel. (The first adventure they are playing and decided that one of the very first things they needed was, obviously, light.) But rather than using the adventure as written, and I have kept the skeleton of the adventure intact, I simply greatly modified it and rather than preparing a large list of gear and magical items and devices they would need to find I simply give them things (usually buried in trash or debris or collapsed areas, on monster corpses, in modified treasure hoards, found in pit traps, or in other less expected places) that they will find useful.

One of the very first items I gave them was the Lantern of Lornoln. (Lornoln is what the original citadel was called in my new world before it sank and was destroyed, the name meaning “Light of the Mountains,” for it was the frontiers outpost or citadel at the foothills range of the Nol-Ilthic Mountain Range.)

Anyway they found the Lantern, which they now call the Lantern of Lornoln or just “the Light” for it looks like it is an old rectangular 4 sided (6 with top and bottom) lantern with sides made of glass or crystal and with a body made of brass.

Their first clue upon taking it that it was no ordinary lantern was how light it felt. Like it was made entirely of glass (or in modern terms even of plastic). So it was obviously not made of brass. Also the glass or crystal sides were entirely transparent and unblemished and unsullied or smudged, even in the debris, and this “glass” is extremely hard.

Instead of a wick or a place for oil the very bottom is covered in glyphs they cannot read and the wick is replaced by a single piece of brass like metal (a small metal rod about an inch and half tall and about one quarter of an inch in diameter). They experimented by sliding one of the glass panes back and then trying to pull or twist the metal bar (you could twist it until it clicked) at which time it lit and produced lumens equivalent to 6 torches in a sixty foot range but within a thirty foot range it is almost as if one is standing in broad daylight. The lantern also has a suppressive and frightening effect upon creatures that fear light or prefer the darkness. That is the only thing they experimented with as far as the lantern is concerned, because they were eager to explore the rest of the ruins of the citadel and night had not yet set in.

The lamp also has other functions which they must explore to discover.

1. The wick will burn, without producing any heat for eight hours straight and then it will extinguish itself for another four hours. This is the same functional procedure for all of the other “wick functions.”

Had they continued to turn the wick they would have discovered:

2. an infrared function in which the lantern is completely black or dark but will illuminate any living creature up to a distance of 120 feet as if they are aglow in an infra-red sheath, though the creatures so displayed are unaware they are lighted by the lamp.

3. an ultraviolet function which will softly illuminate an area of 20 feet in a purplish-blue haze and will illuminate anything hidden that can be seen by ultraviolet light.

4. a setting that will illuminate secret doors and passages, even through solid rock, up to a ten foot radius.

5. a secret setting can be gotten from the wick by clicking it down. That is the “night-light setting.” When people sleep within the radius of the night light (20 feet) they may have strange dreams and portents of nearby dangers or of near-time future events. If they are awake and in the area of the night-light then they can see creatures approaching from a distance of up to 120 feet but the night light makes those within the area of the (soft and almost ultraviolet like) glow appear much smaller than they really are and displaced (as if they are several feet from their real positions). This makes it hard for others to target the lantern users at night.

If they take some of the “glass panes out” (and these are made of magical, transparent crystals, not glass) and turn them around to face the other direction then these functions can be had out of the lantern:

6. the regular light can be focused out of just one pane as if a flashlight were being used to illuminate objects out to a distance of 100 meters and this beam can be seen from three miles away (on flat, open terrains).

7. one of the panes will allow anything illuminated by regular light to be examined as if under a low-powered microscope (60 times magnification).

8. one of the panes, when flipped, acts as a silvered mirror, can sometimes be used to see other people’s thoughts and true motives, and also has effects upon the undead and deceitful.

9 one of the panes, flipped, acts as a strobe light (if the regular light function is used) and can disorient another or make them nauseous. This works even on magical and highly intelligent and even psychic creatures.

The Lantern of Lornoln is, in fact, a Minor Artifact, though the party doesn’t know this yet, they simply think it a “magical light or lamp”

I created it ad hoc or on the spot as something for them to find (then developed it more later on as I thought about who might have created it and why and how it ended up where it did). I will reveal none of the various functions of the lantern to my players, only they can find these out through experimentation and/or research done by others. It is possible they will never discover all of the functions, or even that I will discover other functions as time goes along (in the game).

This is part of my ad hoc system. Even I may discover new functions for these things as time goes along. Plus I will encourage all of my players to devise their own possible uses for things (normal, magical, or miraculous things).

That too will be part of my ad hoc system – unique DM/GM and player innovations. Or put another way, rather than trying to pre-develop or prepare or preplan all aspects of an adventure, campaign, or game I am going to start leaving as many things as possible open to on the spot and ad hoc invention and creation as I can possibly and reasonably accommodate. See where that kind of experimentation leads.

(Of course some things will still have to be preplanned: certain items and magical devices created specifically for certain characters, particular heirlooms, legacies, etc. But as far as many and possibly even most treasures, artifacts, devices, items, and even creatures and NPCs I’m going to play those “by ear” – so to speak.)

Some of the other Ad Hoc creations I indulged in that first evening of play (Sunday) included:

A. There was a room supposed to be inhabited by two mephits (according to the module). I instead used it to allow the escape of a very unique (psychaec even) Homunculous (which is attempting to become the familiar of the party Sorcerer).

B. There was supposed to have bene a werewolf (I’ll describe the actual adventure in another place), but it actually was a Wolf-Hound who is in fact secretly a kind of unique chimera who has become the Animal Companion and protector of the party Druid. It can actively communicate with the Druid through dreams and visions.

C. There was a supposed to have been a set of magical crystals used to entrap mephits, I instead turned it into a magical crystal that creates “powdered water.” (Called Aqua Pulvis.) The party is aware it does something to water but don’t know yet what. It actually uses an alchemical alembic like device to reduce water to a powder which when then later remixed with clean water, or wine, will produce Aqua Vita. Once the user has drunk the powdered solution or suspension of Aqua Vitae then they will not need to consume any liquids again for seven days, nor will they lose liquids by sweat, urination, or by any other means. They will reach a perfect state of fluid homeostasis within their own bodies.

Some of the ideas I already have for future ad hoc items or treasures they find (based on my previous observations of the characters and my players) are: i. honeyed lepsis, ii. sthenetic or sthenotic tablets (tabula sthenae – like the Aqua Pulva an alchemical preparation), iii. A blessing pouch, and iv. a special magical notebook for research that automatically inscribes itself with clues and hints about how to locate information on various subjects of interest. Which I may call the Librum Incognita.

Of course I will not pre-develop these ideas at this point but attempt to let their capabilities sort of grow organically out of game events.

By the way I am also thinking of applying this principle to my novels and fictional writings as well. Not seeking to predevelop items and plot points but letting them shift on an ad hoc and unpredictable and unplanned basis.

As a matter of fact I should apply this same idea as a method for developing my own Real World Inventions. After all inventing with the intent of producing technologies and tools that are multi-functionally capable is one of the basic tenets of my personal approach to inventing.

So I will do that as well…

THE TOMBS OF THE WHISPERING WORMS – LOST LIBRARY

THE TOMBS OF THE WHISPERING WORMS

Not my work but I fund the idea to be very interesting… see title link for .pdf download

 

VALENTIA – LOST LIBRARY

VALENTIA

I have downloaded and begun examining this gaming system. Although in my own system I do retain some character class system, and have invented others, I also have a parallel system that is very similar to this one. As a matter of fact several things about this system are similar to my own, such as the Virtues.

So, overall, and initially, I have a very favorable opinion of this gaming system. It seems a little overly-complicated to me in sections but that may just be an initial presumption.

That being said, however, from what I can tell so far it is an extremely well thought out and well written gaming system and set of mechanics.

It’s in beta and free to download. I did so and recommend that you do so as well if you are interested and wish to examine the game and it’s design approach to Role Play.

You can simply follow the title link in this post or go here for the available downloads:

Valentia Downloads

 

turning-criticism-into-creation

By the way this sounds very much like the line of reasoning that was the basis for developing my own Role Play system of gaming. Though I also came out of a wargaming background (like Gygax, only I was younger) and had much interest in better representing combat on both the large (large group, strategic, wargaming) and small (small team, tactical, personal) scales.

DESERT JOURNEYS – GAMEPLAY

20 Things to Enliven a Desert Journey

Adventurers are intrepid types and often disappear into the wilderness in search of gold and glory. Many such adventures seem to happen in the furthest reaches of barren deserts.

Some artwork copyright Claudio Pozas, used with permission.

 

Use the table below, to breath life into adventures set in a desert. None of the happenings listed below are intended to spawn a full encounter; rather think of them as wilderness dressing designed to add realism and depth to proceedings.

  1. A lone desiccated tree emerges from the flank of a large dune standing across the party’s march. Its wide, frond-like leaves provide a modicum of shadow—and a brief respite—from the merciless sun.
  2. A smudge of black smoke stains the horizon. If the PCs investigate they discover three burning wagons along with the slashed and torn bodies of their drovers and guards scattered about the churned, bloodstained sand.
  3. Tracks—of at least a half-dozen humanoids—cross the party’s path. A PC steeped in wilderness lore can determine the creatures were trying to move single-file (perhaps to hide their numbers) and they were heavily leaden.
  4. In the valley between two dunes, the remains of a crumbling dry stone wall struggles above the sands. Its line straggles along for about 15 ft. before disappearing below the sands.
  5. A camel’s stark white bones lie amid the shifting sands.
  6. A small flock of buzzards circle the party for several hours, before losing interest and flying away.
  7. Heat rises in shimmering curtains. On the horizon, keen-eyed characters can make out what might be a small caravan trudging across the burning hot sands.
  8. A lone cloud scuds across the sky. Bizarrely it seems to be moving against the wind.
  9. A metal helmet—scorching hot to the touch—lies in the sand. Slightly further on, the party find a heavy steel shield and still later a breastplate scoured to near-blinding brightness by the wind-driven sand.
  10. In the shade of a deep valley between two towering sand dunes lies a seemingly dried up oasis surrounded by forlorn palm trees and stubborn, coarse grass. Characters digging in the dried up pool discover water several feet down.
  11. The sun reflects off something shiny on a far-off dune. The flash of light catches one of the party’s attention. Investigations (eventually) reveal a partially buried steel shield. The sigil of a local knoll tribe is crude daubed across it.
  12. Seven rocks—placed to form an arrow—point back in the direction from which the party has come. Small drifts of sand around the stones suggest they will not be visible much longer.
  13. A ripped and torn carpet lies half buried in the sand. The worn fabric is wrapped around the desiccated body of a man wearing only a loincloth. Perceptive PCs notice it seems nearly every bone in the man’s body is broken—in the same way as if he had fallen from a great height.
  14. The mouldering body of a hyena lies amid a swath of bloodstained sand. Two arrows protrude from its body and a pack of buzzards peck and tear at its flesh.
  15. A pack of hyenas trail the party. They hang back well out of bow range, waiting for someone in the group to collapse. If attacked, they retreat in search of easier prey.
  16. A sandstorm blows across the horizon. Luckily for the PCs it is not heading in their direction.
  17. The party encounters a wide “field” of cacti. Many of the prickly plants are as tall as human. In the centre of the field lies a small oasis. Because of the cacti, the oasis is relatively safe from wandering predators.
  18. The party encounters an area of particularly soft sand. Although this is not quicksand, it makes travel even harder than normal. The area is quite extensive—several miles across in fact—but diverting around it could add a day to the party’s journey.
  19. The wind and shifting sands reveal the remains of an old battle. Skeletons scoured bright white by the sands lie where they fell. Amid the carnage lies the combatants’ desiccated and rusted equipment.
  20. The party witnesses a savage storm ahead. Later—as night falls—they encounter an area of rock upland scoured free of sand. Near its peak they discover a cave containing a worn set of steps leading down into darkness…

GM’s Miscellany: Wilderness Dressing

If you enjoy the table above and like wilderness dressing, check out GM’s Miscellany: Wilderness Dressing—Endzeitgeist’s choice as the number one book of 2014! Crammed with 150 pages of information and charts designed to bring your wilderness adventures alive, GM’s Miscellany: Wilderness Dressing is an essential part of any GM’s arsenal.

DUAL AND MULTIPLE USE EQUIPMENT – ALLTHING

DUAL AND MULTIPLE USE EQUIPMENT: MUNDANE AND MAGICAL

A friend of mine and I were having a discussion last night and this morning on primitive bow-making and historical facts. She informed me that ancient men and later frontiersmen used their bow staves as primitive one stringed lyres (or musical bows) and their arrow shafts as primitive bows to play very basic music. See one reference below.

This idea only makes great sense and you can easily see how this would have led to to the development of primitive musical bows and lyres specifically for music.

Anyway this gave me both a gaming and literary idea. In gaming you would have a bow specifically designed for Bards (or that they create themselves as part of their unique gear – like a warrior who forges his own sword) that can easily serve as a modified musical instrument that would allow him to both enchant enemies and opponents and entertain or in some way heal or bless allies and companions. A magical version would then have both combat and Bardic advantages, and it is so very natural since such equipment could easily serve dual or even multiple functions (it might also serve as a 4 to 5 foot pole or as a climbing rod/tool when unbent or in stave form).

As a literary device for my novels it could serve the same basic functions but, of course, would not be described in that way. There is a Welsh bard in one of my novels who would naturally easily employ such a bow.

This is hardly the first device or weapon or piece of gear or equipment I’ve made use of for dual or multiple purposes (either in real life, games, or in literature or poetry) but it is a rather fascinating and new employment for me. Bow staves as musical instruments.

Now all of that being said what items do you use in your games or writings or even in real life as dual-use pieces of equipment or gear?

Further Reference: Work Songs, Plutarch, and the Scythians

THE IMPREGNABLE FORTRESS – ALLTHING

Slowly returning to blogging now that my broken wrist is mending. Just now able to type well again without pain.

 

Prepared!: The Impregnable Fortress of Dib

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The Impregnable Fortress of Dib
Cartography by Meshon Cantrill

We were traveling the old trade road up near the Blind Hills when we found it: an overturned wagon in the ditch. Evas took to the shadows, scouted ahead, and returned with strange details. The wagon had been transformed—such that it appeared to be a fierce fortress. Signs of goblin-work were apparent: broken shields reinforcing the walls, crude arrow slits cut into the driver’s bench, a makeshift flag hanging limply atop the whole affair. We left it alone, but even at a distance the smell of the odd fortress’s unfinished moat made us wretch…

The Impregnable Fortress of Dib is a location designed to offer a medium/easy challenge to four 1st- to 2nd-level characters.

The Exterior

Before you stands an unusual makeshift fortress. A large wooden wagon has been overturned a few feet from the road. An incomplete moat of sorts rings the structure; the vapors from its gelatinous contents reaching your nose even at fifty paces. The wagon has been reinforced with broken shields and scavenged planks; an unfortunate dead fox has been nailed unceremoniously atop a crude doorway. Slits and holes of various sizes have been bored and carved into the walls, and you hear wicked whispering and rustling coming from within. A flag made from cloth scraps hangs unmoving in the still air.

Dib Halfling-Chewer rules the fortress. Several months back, Dib and his cronies were ejected from a nearby goblin clan for indiscriminate wrestling. Since their expulsion from the clan, Dib and his minions have transformed a trade wagon into a dangerous roadside obstacle. The goblins retreat into the throne room when it is clear the fortress is breached. Assaulting the fortress is run as a combat encounter, with the fortress taking two actions on its initiative (+0). The fortress may:

  • Arrow Barrage. Ranged weapon attack. +4 to hit, range 80/320 ft., two targets. Hit: 5 piercing damage.
  • Spear Thrusts. Melee weapon attacks. +4 to hit, range 10 ft., two targets. Hit: 5 piercing damage.Spear thrusts have advantage against PCs attempting to lift the wagon.
  • Warmed Oil (Recharge 5–6) Spray blobs of warmed oil at all creatures within 20 ft. Each creature must make a DC 10 Dexterity saving throw or take 2 fire damage; a successful save halves the damage.

A general guide to assaulting the fortress is provided below.

Kicking in the Door. Forcing the door takes three solid kicks. Each kick uses an action and requires a DC 14 Strength (Athletics) check. Successfully kicking in the door allows the party to enter the area under the wagon (see below).

Lifting the Whole Damn Thing Up. Lifting and tipping the fortress over takes 2 rounds. Each round requires a successful DC 17 Strength (Athletics) check made by one PC. The DC of this check is reduced by one for each PC assisting. PCs involved in lifting the wagon may take no other actions that round. Failing the check on the second round results in the lifting PC(s) having to start over. Successfully lifting the wagon allows the PCs to enter the area under the wagon (see below).

Smashing a Hole. The fortress can simply be attacked with the aim of making an opening. The fortress (AC 12, HP 40) is considered defeated at zero hit points. Defeating the fortress allows the party to enter the area under the wagon.

Under the Wagon

Inside the makeshift stronghold, you find a dank and foul-smelling place. A small cauldron of rendered animal fat approaches boiling over a smoky fire. Two poorly made spears sit abandoned on the ground. A ladder suggests the wagon’s inhabitants have dug into the ground below.

Once their fortress is breached, the five goblins inside retreat into the throne room. A DC 10 Wisdom (Perception) check uncovers an oily sack with 25 sp and some shiny rocks.

The Tunnel and Throne Room

You crouch and descend into the goblin’s burrow. The tunnel, precariously carved and shored up with planking, runs straight for 30 feet before turning sharply. Peering around the corner, you see the goblin’s living quarters. A single sputtering torch illuminates the small chamber and the makeshift throne at the far end. Evil eyes blink from behind five small mounds of dirt. Suddenly, you hear the sound of bow strings being drawn…

The goblins make ranged attacks from behind half-cover until forced into melee. At the entrance to the chamber is a simple spike trap. Noticing the trap requires a Perception (Wisdom) check of 12. Disarming the trap requires a DC 12 Dexterity (Sleight of Hand) check. Failure to notice or disarm the trap causes six sharp spikes to spring out of the ground. PCs within 5 feet of the trap must make a DC 13 Dexterity saving throw or take 1d6 (4) piercing damage; a successful save halves the damage. The throne hides Dib’s treasure hoard. A DC 12 Wisdom (Perception) check reveals the seat of the throne is loose and offset. Inside the throne is a small wooden chest containing 60 sp, 15 gp, and a scrap of cloth with Dib’s fortress design notes scribbled in smudged ink.

ELDRITCH ARCHER – THE FORGE

5th Edition Builds: The Eldritch Archer

Original artwork by the incredible Jason Engle

The eldritch knight archetype for the 5th edition fighter can technically be used to create a version of the arcane archer, though its powers are more suitable to melee weapons than ranged. With a few tweaks, the eldritch knight can become an impressive ranged combatant, while still allowing the knight’s melee advantages.

The Eldritch Archer

Spellcasting
The spellcasting feature of the eldritch knight remains the same with the following addition. Note: These changes apply to the spellcasting class feature of all eldritch knights.

Anytime the eldritch archer is able to learn wizard spells, including those limited to theabjuration or evocation spell schools, they may instead choose one or more ranger spells from the following list. These spells are considered wizard spells.

3rd: hail of thorns, hunter’s mark
7th: cordon of arrows, pass without trace
13th: conjure barrage, lightning arrow 
19th: conjure volley, swift quiver

Weapon Bond
The weapon bond class feature remains the same. Eldritch archers commonly bond one ranged weapon and one melee weapon. Though spells with a somatic component require one hand to cast, 2-handed ranged weapons such as bows and crossbows may be held in one hand while casting a spell.

War Magic
The war magic class feature remains the same with the following addition. Note: These changes apply to the war magic class feature of all eldritch knights.

If you use your weapon bond on a ranged weapon and that weapon is in your hand, you may spend a bonus action whenever you cast a cantrip to imbue one piece of ammunition with the cantrip’s arcane power. As a part of the bonus action you may fire the piece of ammunition at any target or location within the weapon’s range. If the spell requires an attack roll, the attack is rolled normally for the ranged weapon using Strength or Dexterity as appropriate, not your spell casting ability. If the spell requires a saving throw, you must make a successful attack roll against either the target creature or the desired point of origin (use a base AC 10 if the target is a point instead of a creature) before forcing the target to make the saving throw.

Whether or not the spell requires an attack roll or a saving throw, a successful ranged attack roll deals damage from the ammunition in addition to the effects of the spell (weapon damage is dealt before applying the spell’s effects, including any associated saving throws). Should the damage be reduced to 0, such as through the monk’s Deflect Missiles class feature or similar effect, the spell’s effects are negated.

Eldritch Strike
The eldritch strike class feature remains the same.

Arcane Sniper
At 15th level, you learn to weave arcane magic around yourself in order to hide your position. After you take an attack action while hiding, you may expend one 1st level spell slot to become invisible until the beginning of your next round. You may expend a 2nd level or higher spell slot to use this ability. For each slot level above 1st, the invisibility lasts 1 additional round. Invisibility gained through use of the arcane sniper class feature is not broken by attacking or casting spells.

Improved War Magic
If you use your weapon bond on a ranged weapon and that weapon is in your hand, you may spend a bonus action whenever you cast a spell (not only a cantrip) to imbue one piece of ammunition with the spell’s arcane power. Otherwise, this feature works as the war magic class feature.

INSPIRATION – DESIGN OF THINGS TO COME

Getting the Most Out of the Inspiration Mechanic

Inspiration is a way to leverage this system as a DM to reward behavior you want to see at the game table. It’s suggested in the rulebooks that the DM award inspiration for a player playing his characters flaws and negative personality traits well, but the DM can award inspiration for other reasons as well.

Inspiration is one of the more awesome innovations of fifth edition. If you’re not using it as DM, you’re missing out.

You can hear more about this topic in the companion episode of the Game Master’s Journey podcast.

How inspiration can enhance your game

You can use inspiration as a “carrot” to reward behavior and gameplay you want to see more of.

You can use inspiration as a buffer against unfriendly dice and unwanted character death. This works especially well if you use the variant rule that allows inspiration to be spent after the die roll but after the results are announced. This also works well if you use the variant allowing inspiration to be used multiple times on a roll.

Inspiration can be a great way to hedge against a TPK (total party kill). This is helpful if an encounter starts to go south due to no fault of the players—maybe you gave them an encounter that is too difficult, or maybe the players are just having a really unlucky night with the dice. In a situation like this, look for reasons to give PCs inspiration.

Don’t give out more than one inspiration per two PCs, and don’t give a PC more than two inspiration in a given game session. Allow players to learn from their mistakes. Let them suffer the consequences of bad decisions or foolish actions.

Inspiration increases player agency and gives players more of a feeling of control over what happens to their characters.

Additional guidelines for awarding inspiration

Award inspiration for outstanding background write-ups and character development at character creation. This allows a PC to begin play with inspiration, which can be very helpful to “squishy” first-level characters. This encourages players to put more thought into their character before the game starts, leading to a living, breathing character instead of just a collection of numbers on a piece of paper.

Award inspiration for in-character creations like journal entries, letters and sketches. These not only add depth to the characters, but add a lot to the immersion of the players. Make sure to judge such creations on effort and impact as opposed to talent. Not everyone is an artist. If a creation adds to the enjoyment of the players and GM, then it’s worthy of an award.

Award inspiration for anything a player or a PC does that goes above and beyond. Try to be consistent in the kinds of things you award inspiration for. However, also gradually expect more from your players as the campaign goes on. Just as a higher level character needs more xp to advance a level, you should expect more from higher level characters to earn inspiration.

Inspiration variants and optional rules

These are various ways to make inspiration more powerful and useful. Be careful using more than one of these. Some of them synergize well, but some combinations could get out of hand.

Consider using the optional rule that a PC can choose to use inspiration after the die is rolled but before the result is announced. In this variant, the PC rolls a d20. If she chooses to use inspiration, she then rolls a second d20 and takes the higher roll. This makes it easier to use inspiration without fear of “wasting” it and allows PCs to have it and use it when it really matters. This improves inspiration’s ability to buffer against bad die rolls and character death. This does make inspiration more powerful, but more importantly, it makes it more relevant.

Allow inspiration to stack with advantage. By default inspiration gives advantage, which makes it useless in when the PC already has advantage. Allowing inspiration to be used with advantage makes inspiration useful in more situations. This works best with the optional rule allowing inspiration use to be declared after the roll but before results are determined. The PC rolls with advantage as normal (rolls 2d20). If the player then chooses to use advantage, she rolls a third d20 and takes the highest of the three rolls. This makes inspiration more powerful. It’s especially useful to give an epic feel to the game or in campaigns that are very lethal and/or difficult.

Allow inspiration to be used multiple times on a roll. This requires the optional rule that inspiration can be used after the roll but before results are announced by the GM. If the player uses inspiration, but still rolls poorly, another player can give the first player his inspiration die, allowing the first player to roll another d20. This can be done as many times as the party has inspiration dice. This allows a PC to succeed at a very important roll by using all the party’s inspiration at once. This builds a sense of teamwork and camaraderie, as inspiration even more becomes a party resource as opposed to an individual PC resource. This won’t break the game because although the PC will very likely succeed at the important role, the party now has much fewer (or no) inspiration dice left to spend.

Spending inspiration allows you to automatically succeed at a death save. Or, a more powerful version, spending inspiration allows you to stabilize at 0 hit points. This is a great way to further buffer against PC death. This works great for a GM who wants a lower mortality rate and also rolls in the open (or doesn’t want to fudge rolls).

Use of inspiration during a short rest allows you to recover spell slots. You recover a number of spell levels equal to the maximum level spell you can cast divided by three. You can divide this among slots as you wish.

Example: Nikki’s character has access to sixth-level spells. She can spend her inspiration during a short rest to recover either one 2nd-level spell slot or two 1st-level spell slots.

This allows spell casters to use their spells a little more freely. Be aware that this slightly cheapens the wizard’s Arcane Recovery ability. The wizard’s ability is still better at most levels, but it becomes less unique.

Use of inspiration during a short rest allows you to recover some hit points. You can roll a number of hit dice equal to your tier.

Tier 1 is levels 1-4

Tier 2 is levels 5-10

Tier 3 is levels 11-16

Tier 4 is levels 17-20

Example: Jim’s character is a fifth level rogue with a constitution modifier of +1. He can spend his inspiration during a short rest to regain 2d8+2 hit points.

This might be a good option in a campaign with a lot of combats and few chances for long rests. This works well with the optional rule allowing multiple inspirations per PC.

Allow PCs to accumulate more than one inspiration during a session. Any inspiration in excess of one are lost at the end of the session. This makes inspiration (and any of the variants you use) much more powerful. You will want to limit the total number of inspiration the PC can accumulate. I suggest a limit equal to the PC’s tier.

Tier 1 (levels 1-4), 1 inspiration

Tier 2 (levels 5-10), 2 inspiration

Tier 3 (levels 11-16), 3 inspiration

Tier 4 (levels 17-20), 4 inspiration

Hero Points

Hero points can have many of the same advantages as inspiration, but they work differently. Hero points are overall less powerful than inspiration. If you decide to use hero points and inspiration, decide if you will allow both to be used on the same roll.

Hero point variants

Here are a couple ways to make hero points more powerful. This is especially useful if you’re using hero points as a replacement for inspiration.

Allow the hero point bonus die to scale as the Bardic Inspiration die does.

Levels 1-4, d6

Levels 5-9, d8

Levels 10-14, d10

Levels 15-20, d12

Allow more than one hero point to be spent on one roll.

ESSAYS ON GAME DESIGN – ESSAY ELEVEN: LUCK BE NOT LAZY

My next Essay on Gaming and Game Design, since this is my post for Design of Things to Come.

ESSAYS ON GAME DESIGN

Essay Eleven: Luck Be Not Lazy

“High Fortune is the Good Wife of the Brave Husband.”

“Our survival kit is within us…”

“Good Luck befriend thee, Son…”

Synopsis:Boldness makes you luckier.” Boldness and risk taking make you more likely to survive and succeed than timidity and cowardice. This is true both in life, and in-game.

Recently while reading the book The Survivor’s Club (I am a survivalist and often study various aspects of survival art and science) I came across a very interesting equation by Nicholas Rescher.

The equation is as follows:

λ(E) = ∆(E) x [1-pr(E)] = ∆(E) x pr(not-E)

Rescher was attempting to mathematically illustrate how conclusions are drawn about the conditions and functional nature of “luck.” I have not had the time to examine the mathematics in detail for myself since I have only the basic equation formulation and a basic interpretation by the author of the book (not the author of the equation). I plan on looking up the entire background of the equation when I have the time.

Basically the equation states that how lucky an individual (or theoretically an event, with variable exchange) is considered to be depends upon a number of factors, but not least is the level of sufficient risk associated with any endeavor. That is to say the greater the risk taken by an individual, when success is finally achieved (though success is not guaranteed), then naturally the “more lucky” such an individual is considered in relation to others. This is of course only logical, and can be illustrated in the following way.

Two men decide to cross a chasm. One does so by a secure wooden footbridge with a safety railing, another along a length of tightrope. If both men make it safely across then most objective observers would say that the man walking upon the tightrope was “luckiest.” His risk was greatest and when (if) he succeeds then luck has been said to play a greater role in his crossing (in spite of any personal skill he might possess in wire-walking) than in the guy who has crossed the chasm on a relatively secure footbridge (in which case chance or luck plays a much smaller, if any, role as regards the crossing). This is self-evident, though perhaps often ignored or not noticed in this way in most circumstances by some observers.

lady luck

But I suspect that an even more interesting underlying and basic assumption fundamental to the structure of the equation (though it may not necessarily be overtly stated, when considering “normative variables”) is this: the greater the risk you take the more lucky you are likely to be. Not merely as a matter of relative comparison to others in different circumstances, but as a practical and fundamental matter in most any circumstance. And by extension then the more risk you assume in your given situation then the more likely you are to eventually succeed within that given situation. (Also this implies that luck is not a matter merely to be judged and quantified after the fact, or after the conclusion of the endeavor, but as a functional force, and likely an indirectly measurable force, operating throughout the course of events.)

Think about that for a moment. For the idea may just very well be fundamental to the nature of what many consider “good fortune.” Whether most people realize it or not.

The implication is that with great risk comes not only great danger, but also a greater probability towards actual and more capital success. (I think that there are several reasons for the likelihood of this conclusion, some physical, some psychological, and a few of which I will discuss here). The equation actually states that if you succeed then a larger level of risk can be said to include within the nature of the success a greater degree of good fortune, expressed colloquially as “luck.” But underneath the equation, if you examine it closely, is a sort of sub-structural formulation that implies that the greater the level of risk you assume in attempting any given or particular thing, the more likely you are to actually succeed, but that this does not become absolutely mathematically obvious until after the events are actually concluded.

In short the equation is covertly implying that all things being equal, and excluding the impossible (of course, as well as the intentionally foolhardy and reckless), it is the one who assumes the greatest risk who is far more likely to be lucky and in the end, to succeed as a result of the advantages bestowed by luck. (Is luck the only factor in success? Good Lord no. Preparation, skill, cunning, cleverness, drive, desire, etc. – all of these factors and more, or even less, can help to assure success. But what it is saying is that among roughly equivalent situations and/or competitors it is the more daring and less risk averse who is mathematically far more likely to “get lucky” and win the day, other factors not withstanding. Risk is therefore, as counter-intuitive and paradoxical as the idea may seem, one of the open and golden gateways to good fortune. Or as the old maxim goes, “Fortuna favet fortibus.” There is far more to that observation than mere Latin wit.

We all know that boldness is a fundamental aspect of the nature of Heroism. (Indeed, I personally would not attempt the execution of the function of anything heroic lacking the mettle of individual bravery as my guide. There is neither room for in most risky situations, nor likelihood of success in most dangerous situations for the ‘timid hero.’) Heroes therefore are universally bold. Or on the royal road through hardship and risk to becoming universally bold. Yet often heroes also triumph over seemingly vastly superior opponents with vastly superior resources. Why? Because they are bold. Because they are daring, and audacious, and brave. They also almost universally, whether in real life, or in myth or literature, “get lucky” or at least luckier than everybody else around them. Why? Because fortune does indeed favor the bold. The bold risk great things and therefore fortune is a natural and interested companion along the way. Fortune is attracted to bravery and risk-taking. (This does not imply that all risks are equal, or even equally fortunate, only that fortune prefers boldness to a lack thereof.)

Now it might appear on the surface that the heroic individual, or group, is often both bold and lucky. But the actual truth is they are lucky precisely because they are bolder than everyone else. Hence luck does not make one bold, being bold makes one lucky. There is a direct, if not always immediately observationally evident, correlation. That man who takes the most risk is that man who is likely to be luckiest and to be most successful. Even if bravery does not create good fortune in a particular circumstance it at least maintains and augments what good fortune already exists within that circumstance.

There are several reasons for this I think, some derived from my own personal observations, others I have gathered from anecdotal evidence, some taken from historical studies, still others implied by the equation I listed above.

First, the psychological ones:

1. The man who is audacious and daring tends to impress others with their vision. Small visions do not attract interest or followers. Bravery impresses and heroic visions and examples evoke imitation. Courage inspires devotion. And devotion inspires more courage as well as more of itself, which thereby tends to augment good fortune through cooperative enterprise and shared labor and objectives. Making success far more likely.

2. The individual who is brave tends to impress even dangerous creatures and animals, which will sometimes flee a man who the animal could easily kill because the man exhibits no fear. So if something or even someone thinks you’re crazy enough to be unafraid (regardless of whether you really are or not in that situation) when they think you should be then this gives them pause about their own chances of success against you. Courage in yourself can often inspire caution in an enemy or dangerous opponent, tipping the scales of good fortune, as well as the initiative and control of the situation in your favor.

(This has happened to me on more than one occasion with animals, men, and situations. For instance I’ve been shot at and drawn on on more than one occasion. Most recently this happened to me about two weeks ago. Yet I managed to defuse that particular situation without bloodshed or anyone being harmed because I walked towards the gunfire instead of freezing or fleeing from it when guns were drawn. Not that walking into gunfire is the most impressive or important kind of courage, it is far from it. Other things are often far more dangerous. I know that from personal experience. But the policeman in this case had the wrong location and the wrong target and he was obviously afraid of attack himself and so he drew and fired when he thought he was under attack. I don’t blame him by the way, he did indeed think he was under attack and may have even thought he could possibly be killed. He was also a young fella and a bit of a rookie. I doubt he had ever drawn his weapon before in the line of duty, but that’s just an assumption mind you based upon my observations of the boy, I didn’t really ask him. But he didn’t do anything really wrong; he was just surprised and scared by the situation, not knowing what was really going on. So I supported him when his commanding officer came out to do the in-the-field inquiry about why and how he had discharged his weapon. But I was able to prevent any real harm during the incident by walking into his line of fire [he wasn’t shooting at me, but I caused him to pause by interjecting myself] and taking control of the situation with my voice. Thereby stopping any further firing. I don’t think most people realize how effective an instrument the human voice can be in controlling a dangerous situation but those of you with law enforcement or military backgrounds probably know exactly what I mean. Your voice is probably often your most effective tool of courage and control. So I wasn’t afraid at all when it was happening, though my wife later yelled at me, as she often will, by saying “you stupid white guys run towards gunfire instead of away from it.” But obviously it has got nothing to do with being white, I’ve known a lot of brave men from all kinds of backgrounds, or even really with being stupid I would argue, but with training. I wasn’t afraid at all and so acted as I have trained myself over time, to walk towards danger and not away from it, and to attempt to command any given dangerous situation by not panicking, but by trying to assume control of the circumstances. I also wasn’t scared at all in this situation because I wasn’t thinking about myself at all. Over time I have basically trained fear for my own safety out of myself so that when others are endangered I think about others and not myself. Which eliminates the occupation with “self-fear.” It has become a matter of habit by now, and I never consciously weigh dangers for myself in my mind in that way anymore. However this does not mean the elimination of fear, if my children or wife had been under fire or endangered then I would have been afraid, I would have been thinking of their survival. I do not think though, and thank God this has never occurred, that even in that situation it would have paralyzed me, but I would have been afraid. Afraid for them. Indeed after the shooting I spoke about before was over and I realized just how bad the situation could have become for everyone – there was another officer who could have drawn and started shooting but he remained basically calm and watchful – I had about two minutes where I needed to sit down. To prevent my legs from shaking. But that was about 15 to 20 minutes later. Various friends and some people at church heard about this little adventure from my wife and the police and they all said I was a lucky fool. Just shook their heads. But I wasn’t a lucky fool; I was lucky because in that situation my training allowed me to be bold enough to prevent the situation from becoming completely out of control. I guess what I’m saying is that training yourself to move towards danger may seem apparently crazy, and so the assumption is that you just get lucky that nothing bad happens. Actually you get lucky because you act boldly. The crazy is only relative to those who do not understand that boldness enhances good fortune, not detracts from it.)

3. Bravery does not allow for panic, especially not debilitating panic. Courage is usually prepared for most situations (through exercise, practice, training, and habit) or at the very least does not panic and make situations worse. Boldness has “faith in itself.” Because boldness and enterprise are habits and skills that can be learned through practice. Perhaps some people are naturally born fearless or bold. But regardless of the veracity of that statement a person can become bold and daring through the exercise and practice of courage, just as is the case with bodybuilding through resistance training. You become muscularly and physically stronger by working ever-heavier resistance against weak and inexperienced muscles. You become more courageous by placing yourself in dangerous situations and exercising control against your fear. Eventually your “courage physique” will increase and it will take more and more danger to cause fear any real friction or resistance against you.

That’s all I’m gonna say about the psychological factors because it is not my intent in this essay to discuss all possible psychological variables. But merely to present basic possibilities.

greek

Now for some of the physical factors:

1. I suspect that on the physical level there is an “Entrainment of the unlikely” but nevertheless “necessarily possible” whenever boldness is a factor operating upon the physical environment. That is to say that boldness has both a physical and a quantum effect upon the surrounding environment much as it does on the psychological environment in which courage is in operation. Though the effect may be subtle, it nevertheless positively influences events in favor of the party operating “boldly.” The apparent physical effect is displayed as a tendency of events to move favorably in relation to the “bold party.” Though of course more than one party may be simultaneously operating in a bold fashion. It is not my intention in this short essay though to discuss competitions or conflicts between separate parties acting against each other each in their own bold fashion. That subject can be taken up by another if they so desire.

2. I suspect boldness is probably also a “quantum excitement” to the local environment, causing obstacles and frictions to move away from or bend away from the “bold party.” Friction and resistance does not build up in the environment against the bold, but rather boldness acts as a sort of overlaying energy field that slightly tilts the operational environment in the favor of the bold. You might think of daring and risk as exciting the local environment in such a way that it acts as a sort of simultaneous lubricant for good fortune, and as a sort of barrier against misfortune.
Now if all, or indeed if any of this is true, then this idea has large scale implications for human activity and work in the real world. It also has large scale gaming implications, because heroic gaming could therefore be used as a sort of imaginary training ground for the development of higher and higher states of mental and psychologically habitual (behavioral habits begin in the mind after all) boldness, which could then be effectively transferred outside the self-contained environment of a given game and exported to the wider world.

But for the moment, since this is a website and forum dedicated to gaming let’s examine how we might exploit the idea encapsulated by the statement: “Boldness makes you luckier.”
So I’m going to make a few suggestions as to how to use this hypothesis within your game and/or game setting.

1. If you use some factor, variable, or attribute in your game that represents or expresses Luck (I use several in my games) then (given that my previous statements and hypotheses above make sense to you) anytime your players display real courage this should have a corresponding and even compounding “Luck Effect.” If they are brave, and bold, then their level of Good Fortune should naturally increase, or be augmented in some way. Good luck is never lazy, and it is rarely risk-averse. Rather the braver the character the more likely he is to be lucky in any given situation (assuming he or she does not face impossible odds or an inescapable situation).

So acts of courage and heroism are more than likely to have a direct and positive corresponding effect upon factors of good fortune and the benefits bestowed by luck. I can’t tell you how to do this exactly in your game or setting (because I don’t know the details of your setting) but it is my recommendation that you bind together in some way acts of heroism and boldness to corresponding gains in good fortune. (However these things might be expressed, as bonuses to saving throws, or as “luck advantages,” or as gains to certain types of abilities or skills, or whatever the particular case may be in your situation.)

2. I would also suggest that acts of cowardice and timidity have a corresponding suppression upon factors involving luck. The risk averse would also be averse to natural good fortune. After all the obverse of my proposition, that bravery makes you luckier, is easily demonstrable. No great thing was ever achieved by timidity. The timid do not attempt and therefore naturally do not achieve great things. That is self-evident. Therefore good fortune can hardly be considered a close ally of timidity or cowardice, for achievement is the opposite of being retiring and timid. And achievement against great odds can be called one of the potential proofs of good fortune. So the bold often achieve where the timid will not go. And good fortune goes where the bold dare to lead her. Therefore fortune is long time friend of the bold, but always the stranger to the timid.

3. Courage might not only affect “Luck Factors” but even attributes like Charisma, Wisdom, and leadership. Courage should and will increase luck and overall good fortune but it might also temporarily or even permanently increase attribute scores like Charisma, Wisdom, Intelligence, or leadership abilities.

4. Courage causing increases in luck and good fortune might also have a corresponding positive effect upon things like intuition or even psychic abilities (I use the term psychic to reflect both mental abilities and spiritual capabilities.)

5. Courage would make one “fortunate” in the types and quality of the individuals you attract to yourself as friends, allies, and followers.

6. Another suggestion I might make is that in game terms at least allow for a sort of generalized and conditional reaction to acts of heroism, bravery, and boldness on the part of the surrounding environment. This could take any number of different forms but the overall effect would be that the environment “acts lucky” towards the person exhibiting bravery, initiative, and enterprise.

7. Courage and luck might have a beneficial effect upon the degree of power and level of control one may exercise over magic, magical items, artifacts, and devices, and/or more mundane types of tools/technology.

8. If courage increases good fortune and good fortune makes survival more likely then heroism and bravery should likely have direct and positive effects upon any useful survival mechanism or skill within your game.
These are but a few simple ways that the relationship between boldness and good fortune could be exploited in game, and could also serve as a sort of “reward system” to your best and bravest role-players. I could go into other related matters such as the possible mathematical relationship between boldness, confidence, and chance mechanisms, like gaming dice. But I’ve explored pretty much what I personally wanted to explore as regards this subject, and since I am presenting this post as an Interactive Essay others can add related or peripheral content as they see fit.

But in summation I would also like to encourage you all to make better use of heroism, enterprise, initiative, and boldness in your own situation(s), both in real life and in-game. I suspect that given time you will find yourself more and more inclined to boldness through practice (assuming you are not already), and as a result of that more likely to find yourself enjoying an ever increasing level of good fortune and definite luck.

Good luck to you then.

ON MEET-N-UP FOR D&D

On using Meetup to play D&D with a group of strangers

Posted By on Tue, Mar 24, 2015 at 4:00 PM

Fate robbed me of an important rite of passage for dorks and nerds. Growing up in Michigan’s Upper Peninsula in the 1980’s, I never got to play Dungeons & Dragons. Sure, I played lots of dorky video games with friends, watched the Saturday morning Dungeons & Dragons TV series, and read whichever trashy fantasy novel I could find at the library. I would always see the D&D rule books, with their beautiful cover art depicting scenes such as a wizard with an octopus face firing crimson rays at female barbarian clad in a bone bikini, at bookstores and toy stores, but I never knew anyone my age who played the game. The closest I ever came to dungeoneering in earnest, was a board game called Hero Quest (which is now worth $400! Why did you throw it away, Mommy?), a sort of D&D lite which came with plastic miniatures. Though, the only person I could convince to read the 40-plus page rulebook was my cousin Chris. A few times, we played the six-player game with two-players. Sad, but fun.

Aside from its status as a game only for the biggest dorks, this was long before George R.R. Martin and HBO had made dark fantasy mainstream, D&D has also suffered from a stigma brought on by religious groups and lazy journalists (cough-cough) alike in the 1980s. References to demons and the occult within the game as well as a well-publicized suicide of James Dallas Egbert III caused an international stir. Egbert was a severely, clinically depressed individual who happened to enjoy playing D&D. The press ran with it as they’re wont to do and, as a result, many children, such as my 9-year-old self, were denied the pleasure of invading Castle Ravenloft to defeat its vampiric lord.

Then there was Christopher “Chris” W. Pritchard, convicted of the murder of his stepfather and the attempted murder of his mother. He, along with his three cronies, happened to play D&D and they also happened to covet Pritchard’s $2 million inheritance. Even the film industry got in on the act. Three movies about the purported dangers of Dungeons & Dragons were made in the ’80s with Mazes and Monsters (1982) starring Tom Hanks and based on the novel by Rona Jaffe, taking honors as most silly. The Dungeonmaster (1984) is a close second with its dazzling special effects and memorable dialogue: “I reject your reality and substitute my own!”

“You’re not getting that. It’s bad,” our mother’s would say. It didn’t matter how cool that undead castle looked or how intense the need to fight a weretiger , “…they said on TV it’s bad.”

Time went on and, for me, D&D became little more than unrealized nostalgia. Sex (or rather, the pursuit thereof) and getting high tend to replace the lust for simulated goblin slaughter. Yet, the love of fantasy persisted. Once a dork always a dork. Laughing friends would always deride my choice of fiction. Frankly, I think they’re just jealous of the cover art. Perhaps Mitch Albom would move more copies if his covers depicted a shrieking owl-bear eviscerating a hapless halfling rogue.

Then, one day, it happened again. Strolling through a Barnes & Noble while waiting for a companion, that gorgeous cover art got to me. A beholder, a creature made out of teeth, tentacles and eyes menacing a heavily armored dwarf fighter wielding a jewel encrusted maul. All the years of deferred quests came through the mists of time. Before I could make an intelligence check, I was the proud owner of the Fifth Edition of D&D’s Starter Set and Monster Manual.

After several unsuccessful attempts to convince friends and family to indulge me in my hunger for arcane warfare and pop and chips, I was forced to Google, “How to find people to play D&D.” I’d come too far and waited too long to give up twice. By all the gods I would have satisfaction! The search led me to a site called Meetup. A popular bit of social media, new to me, but used by many to meet others with similar interests: rock climbing, quilting, support groups and dungeon crawling.

Once the obligatory practice of testing the cyber waters for serial killers was complete, I agreed to meet at a stranger’s home to finally play Dungeons & Dragons. Pop and chips in tow, I expected a human horror show from which I would politely excuse myself after an hour. Instead, I pretended I was a necromancer with a heart of gold for five hours. I actually closed my damned eyes and imagined (for the first time in ages) myself creating a crew of zombies to man our seafaring vessel. Zombies work for cheap. My necromancer’s staff featured a human skull with ruby eyes that totally lit up when conjuring skeletons. The skull, by the way, belonged to a former slave master. (I may practice dark arts, but I don’t go in for that human bondage business.)

A more friendly and diverse group of adventurers would be hard to find. The owner of the house, we’ll call him Kumai from the equivalent Japanese culture in the Forbidden Realms (the setting for D&D), had prepared delicious burgers with homemade buns, tomato salad with mint, and freshly baked, crusty Irish soda bread paired with imported aged Irish cheddar. There was Gmorg, the Dragonborn raider who also repairs cars alongside computer systems and a 70-year-old “dark gnome” cleric and retired school teacher who remembered when one had to trade sci-fi and fantasy novels at book fairs and in “back alleys.” They cost 50 cents back then. Our dungeon master was a former Marine with an uncanny ability for doing silly voices and drowning careless adventurers in pools of boiling blood. The use of miniatures and game maps, which adds a board game element to D & D, was too new-fangled for this group. One had to use their imagination with a little help from the gorgeous artwork in the player’s guide.

It didn’t matter that I was clueless to the process of rolling polyhedral dice to determine character stats such as dexterity, charisma. Nor did it matter we were five completely different people of vary ages, cultures, and socio-economic backgrounds, who, truth be told, would have never uttered a word to one another outside of this gathering. We had a fucking blast and we’re doing it again next week.

Mostly, social media gives one a depressing glimpse into the cesspool of humanity. A scrying pool into a lich’s jerk-off session where you can witness a grown man refer to a group of first graders in a Christmas pageant as “bitch-ass faggots.” But this time, perhaps the only time in my memory, cyberia came through for me. I played Dungeons & Dragons with a group of strangers and it reaffirmed my faith in humanity.

“It sounds ridiculous, but it’s like a mental vacation,” said the dark gnome cleric. “You’d be surprised by how a spot of imagination can do you well.”

CONVERSION GUIDES

moldvay basic dungeons and dragons

Those Dungeons & Dragons conversion documents have to wait until Wizards of the Coast’s approvals person wraps up a real-world courtroom drama.

Dungeons & Dragons‘ Fifth Edition has been out for half a year, and has all kinds of new adventures still on the way. But for many fans, the really exciting release will be conversion documents, helping Game Masters bring countless adventures and campaigns to the new system. The only problem is most of these were supposed to be out last fall. What’s the delay? It’s actually beyond Wizards of the Coast’s control – the responsible party rolled a one on the jury duty table.

The detail was revealed earlier this week when D&D Lead Designer Mike Mearls was asked about the matter on Twitter. “The person who needs to do the final approvals on them is serving on a jury that will take another 4 or so months,” Mearls confirmed. “Sorry!”

That’s a completely reasonable hiccup in development, even though four months feels like a long time to wait. At least releases like the Eberron update guide will give players a place to start for now. Hopefully by the time we’re all finished with the Elemental Evil campaign we’ll be able to dive into some classic D&D worlds.

Well, unless your GM gets called away as well.

Source: Twitter

THE COLLEGES TO COME?

Following up on the LARPful post. This could be an excellent stimulus for the imagination. Especially for writers. artists, actors, and perhaps even scientists who wanted a free-flowing environment to conduct chemical and physical experiments and make observations in a fun environment.

I can also see this being transformed easily into a Vadding Experience (the exploration of both modern and older ruins), that is LARPing could be used an an environment to train Vadders.

And finally this could also be easily used as a platform to develop ARGs (Alternate Reality Games and LARPs) and could even be used to train participants in Real World Skills (TSS: Transferable Skill Simulations) and in subjects such as ancient technologies and history.

So this could also easily become a GPAD, a Game of Personal Advancement and Development.

Anyway as far as the current Crowdfunding Project goes Claus, Good Luck and Godspeed. To you, your partners, and participants.

 

LARPFUL, LARK-LESS

I admit, I’ve always had a prejudice against LARPing. I’ve always considered it the sort of live-action joke of acting, and the running gag of gaming.

But I also gotta admit. It’s come a long, long way in recent years. Some of this looks really interesting, and would be especially so if you were a kid.

Live Action Role-Playing has a way of sinking its (metaphorical) claws into you. Consider American journalist Lizzie Stark, who in 2011 visited the Knudepunkt conference in Denmark, the most influential larp gathering of its kind. There, she climbed into the rabbit hole and never came out. I know, because I gave her a hug not two hours ago at this year’s conference. She’s still a journalist, and recently published a stunning book on breast cancer, but she’s also an avid larper and game designer in her own right.

“Discovering the Nordic scene felt like reading James Joyce or Gertrude Stein after spending a lifetime on fairy tales,” she wrote in her 2012 book about larping, Leaving Mundania. What would turn a critical American journalist into a die-hard larper? Good question, but let’s step back a bit here. Larp is organized pretend play. During a larp, participants dress up as characters and leave their normal lives behind for a while. A larp can be about cowboys in 1886, witches and wizards at a magical college, or an advertising agency from hell. Instead of watching or listening, you’re an active part of the experience. It’s like stepping into a TV show or novel. Or kids playing. Both descriptions are accurate.

The author as a general commanding 200 soldiers at Warlarp. Photo: Anders BernerNordic larp, the type that gets the most press, and the one in which I participate, evolved out of the scenes in Denmark, Sweden, Norway, and Finland (but not Iceland, the other Nordic country). Not only does some of the most outrageous and mind-blowing stuff happen there (want to play soulless ad execs or tortured prisoner for fun? Nordic larp is for you), the Nordic larp movement has also spawned the world’s most celebrated larp conference. It’s called Knudepunkt (“Nodal Point”) and has taken place annually since 1997. It’s a 100 percent volunteer-driven event, where larp enthusiasts of all stripes come together to discuss, play, and party.

The event has slowly grown from around a hundred participants from the four Nordic countries (sorry, Iceland) to almost 600 this year from almost 30 different countries. It’s a magical playground like no other, where devoted hobbyists and academics stay up late at night to rant about subjects like realistic characters, psychological safety, and techniques to simulate rape.

Simulated rape? Really? Yeah. I started out larping for shits and giggles, and while I still do that, I sometimes also larp for more serious purposes these days. I’ve played a prisoner in a not-that-long-after-tomorrow prison and have been tortured using genuine Gitmo techniques. I’ve been a jealous husband in an 1829 Jane Austen romantic comedy. And I’ve played a heartless peacekeeping soldier, who couldn’t care less about the locals. Not all of this has been “fun,” but all have been experiences I treasure and which have helped form me.

Maybe that’s why I love this hobby, and especially this conference, so much. At one moment, I’ll be at a lecture where a Finnish Ph.D. in Game Studies is earnestly telling us all why we need to rethink our definition of “games,” and at the next moment, I’ll be knee-deep in a Russian presentation about larps in the 90’s, and hear a story of how some deranged madman thought he was actually the “Son of Sauron”—yeah, that Sauron, the bad guy from Lord of the Rings. I know, Sauron wasn’t big on sons, but this guy wasn’t big on reason, either.

I was 13 when I started larping. My friend Jeppe and I used a bizarre-looking club as a shared weapon, and our costumes were bed sheets with a hole cut out at the head. The club included materials like “crappy stick,” “lumps of felt,” ”newspaper” and was a bright orange colour. Bright orange. And nobody cared—least of all people from the outside.

The author at a young age at the Knudepunkt 2000 conference. Photo courtesy Claus Raasted.Now I’m 35, and my latest larp project was a four-day event about witches and wizards held at an honest-to-Gandalf fairytale castle. It got featured in People and TIME and on MTV, Fox News, and Good Morning America. And they didn’t talk about us like we were freaks and weirdos. “You guys, they have a castle for this larp. A real, freaking castle,” one journalist wrote. Granted, the author does write for Nerdist, which, needless to say, is on the nerdy side of the media spectrum. But the strange thing was the writer for Teen Vogue magazine was just as enthusiastic.

“Hello, I live in San Diego, California,” an email from a would-be participant began, “and I saw your website published on Teen Vogue.”

WTF!?

I’ve been participating in larps for two decades, and even though I’ve been part of the avant-garde Nordic larp movement for more than a decade, I can say for sure that this one caught me flatfooted. When I was a teenager larping was a hobby for the weird, the bright, and the creative. We definitely didn’t read Teen Vogue, and I swear by Spock’s ears that Teen Vogue didn’t write about us.

But all that has changed. The Interwebz is good for many things, and only 90 percent of them are porn. One thing it’s great at is connecting communities. I remember watching a documentary about Star Wars stormtrooper fans some years back. There was this guy from Mexico (or somewhere equally populated, but remote) who was the only dude in his village who thought Star Wars was cool. But due to the power of the electronic superhighways, he found kindred spirits all over the world. He was no longer alone, and now his story has been told to millions of people around the world because of that documentary.

I wasn’t that stormtrooper, but I know a bit about how he felt. When I started larping in 1993, we were maybe a thousand larpers in Denmark. Now, more than 100,000 Danes larp, and I’ve had sit-downs with Danish ministers (plural) about why larping is something they should be aware of. We’ve come a long way, and one of the reasons we’ve gotten to where we are today is because some people got together at the first Knudepunkt conference in 1997 and talked about their hobby in a serious way.

The author being tortured at Kapo in 2011. Photo by Peter Munthe-Kaas.So why do we do it? We do we take games so seriously? Isn’t it just about having fun? Well, sure. But “fun” can mean many things. I’m also quite sure that no one will mock Johnny Depp for taking his acting seriously even in comedic roles. If creative expression was only about getting a few laughs and making people feel good, there’d be no Schindler’s List, no Oedipus, and definitely no Passion of the Christ.

And now I’ve got to go. Because I need to explain to some critical firebrands that we shouldn’t be afraid of the girl from Teen Vogue who wants to pretend she’s a witch in a magical castle. We should remember that all journeys of the imagination begin somewhere, and that the easiest way to get people to understand the rabbit hole is to make them want to jump into it.

After all, if we’re to come out of the shadows and into the light, we have to show the world that while we may sometimes pretend to be vampires who dislike the sunlight, we do it in cool and interesting ways.

Claus Raasted

Claus Raasted has made his living doing larps since 2002, and is the author of 17 books on the subject. His most famous project is the Harry Potter inspired larp “College of Wizardry”, which made its rounds on global media in December 2014. When he’s not busy with projects, he’s happily married and is the proud owner of 100 kgs of LEGO.

HABIT RPG

I’ve just started doing this today. And although I think it is weak in some respects I have also found it useful and may continue with it.

It might be worth investigating on your part as well.

HABITRPG

ROLE PLAY TO THE RESCUE

Yeah, no duff

The Surprising Benefits of Role-Playing Games (and How to Get Started)

 

The Surprising Benefits of Role-Playing Games (and How to Get Started)

When you hear about role-playing games like Dungeons & Dragons, you probably picture a dimly-lit basement filled with people in silly robes rolling dice, but there’s much more to it than that. Not only are role-playing games incredibly fun, but they can actually teach you skills you’ll use in the real world.

When I first heard about role-playing games, I immediately thought it was something that was just for the nerdiest of nerds out there. I could only imagine how ridiculous it would feel to sit around a table with other people and act like someone—or something—else, pretending to fight goblins and dragons. The entire premise just sounded way “too geeky” for me—even as someone who was way into video games and other “nerdy” things.

Fast forward a couple years, and I found that I was completely wrong. As soon as I took a moment to strip away the facade of monsters and swords, role-playing games revealed themselves to be something far more interesting than other traditional games. Behind the fantasy adventures was a fun social gathering that required you to think on your toes, solve problems, be creative, and ultimately learn how to become a team player. Sound familiar? Yeah, that’s because it’s like every job out there. It turned out that it really wasn’t about the dungeons or the dragons at all—it’s about thinking critically and working like a team.

Now I indulge in role-playing games as often as I can. It’s nice to have an escape from the toils and troubles of the real world, but with every game session I play, I find that I actually learn something as well. Maybe it’s about myself and the way I think, maybe it’s something about one of my friends that brings us closer together, or maybe I just find a new way to look at something that I hadn’t thought of. I’ve learned that role-playing games are about more than playing a game, and more importantly, that they are for everybody.

The Benefits

Playing Cultivates Creativity

The Surprising Benefits of Role-Playing Games (and How to Get Started)

Creativity is the bread and butter of role-playing games. They have a certain quality that allows you to transcend typical game interactions. You have real freedom and the ability to move the story forward how you see fit. There are rules for each game, but they are merely the skeleton to whatever story you and your team want to create.

Storytelling is one of the most powerful ways to activate our brains, and role-playing games do this incredibly well. When we tell stories—or experience them—our brains have to process language, the cause and effect of events, and also relate it to our own pre-existing experiences. While you’re playing a role-playing game, your brain is firing on all cylinders.

It’s good for you, the same way socializing or reading a book is good for you. In fact, as Jon Michaud of The New Yorker explains, reading comes with the territory:

…D. & D. is a textual, storytelling, world-creating experience, a great apprenticeship for a budding author. But, more fundamentally, you cannot play D. & D. without reading—a lot. Ed Park, in an essay on D. & D. (included in the anthology “Bound to Last”), celebrates the magnificent vocabulary of the game… Combined, the player’s manual, the Dungeon Master’s guide, and the monster manual (the core books of advanced D. & D.) add up to four hundred and sixty-eight pages of small-print, double-column text. I read them with studious devotion and headlong glee. Almost immediately, television all but disappeared from my life.

Before Michaud started playing, he spent his days watching TV while his grades were plummeting. As soon as the fantasy of D&D came into his life, however, that all changed. Michaud even goes so far as to say that Dungeons & Dragons “saved his life” because it got him on a better life track after reading more and finding something that excited him. Perhaps it won’t save your life, but it can still enhance it. As you play, you’ll develop creativity in a way you might not have experienced before. Whether you’re running the game as the “Dungeon Master”—controlling what happens to the players—or simply playing as one of the characters, your storytelling ability will increase.

Dungeon Masters—also called Game Masters in some games—must be particularly good storytellers. Even if you’re using a pre-made adventure with most of the work already done, you still have to be ready to come up with dialogue and personalities for the non-player characters, and be able to vividly describe the world your players explore. As a player, you have to find ways to make your character more interesting by creating personality quirks or a rich backstory.

Role-playing games force you to draw from what you know and create something that you and others can enjoy. A lot of famous creators have been influenced by Dungeons & Dragons as well. Comedian Stephen Colbert, writer George R. R. Martin, comedian Robin Williams, Simpsons creator Matt Groening, and Community creator Dan Harmon all played at one time or another. Storytelling is the one of the most basic creative skills that you can draw on for so many other skills, and being a good storyteller can even make you a more charismatic person. Dive in to another world and see what kind of cool stuff you can come up. You might surprise yourself with what you come up with.

Playing Levels Up Your Social Skills1

The Surprising Benefits of Role-Playing Games (and How to Get Started)

When you think Dungeons & Dragons, you probably don’t think social skills—but once again, that’s a stereotype that doesn’t necessarily hold true. Role-playing games are 100% social. You need to be able to talk to other people, express how you feel about certain situations, all in a group of people. Role-playing games come with a social network built directly into them.

Sure, to an extent, video games do the same thing—but it isn’t quite the same. Role-playing games bring the interaction right to your face, no screens between you. Plus, you get to hang out with your friends. Before and after a play session, you can catch up with what they’ve been up to and share what’s going on in your life. Once you know the rules for a particular game, you can easily make new friends too. You can hop into other game groups and make new friends; the process being easier because a giant plot of common ground is right out in the open. Making friends when you move can be really tough, but you can hit up a local game and hobby shop to see if there are any groups looking for more players.

This engrained social network can be particularly helpful for kids too. Making new friends can be more difficult for some people, and the forced social interaction of role-playing games can help them find people that share their interests. Additionally, kids and adults alike can use role-playing games to combat shyness. Players are given a mask in the form of their character that allows them to feel less vulnerable. Using my characters as a vehicle helped me feel more comfortable talking to others. Over time I got over shyness and felt comfortable cracking jokes and starting conversations on my own. There’s nothing necessarily wrong with being shy, but for those that do want to get out of their comfort zone a bit, role-playing games can offer some help.

Playing Encourages Teamwork and Cooperation

The Surprising Benefits of Role-Playing Games (and How to Get Started)

Most role playing games don’t end in a “win” or a “loss”, but they still require teamwork. The events depend on players’ actions, just like any other game, and failure to work with other players will guarantee a not-so-fun time. Role-playing games are designed from the ground up to be cooperative and it can be a lot of fun to play a game where there are no winners and losers.

A lot of games strive to be competitive, but life can be competitive enough, and role-playing games provide a refreshing change of pace. Additionally, learning to be a team player is highly important in the professional world. You take on a role at work and do the things that you’ve trained to do, and it works the same way in a role-playing game. Your character normally has a particular skillset, and that fills a role on a diverse team. Just like at work, if you don’t do your job, the whole team can suffer for it.

Of course, that doesn’t mean that role-playing games are as serious as work. They can just help you learn the basics of working with others. You get a feel for how you handle interactions in stressful settings. Maybe you’ll find that you’re a good leader, choreographing a perfect battle where nobody gets too hurt. Or maybe you’ll find that you’re more of a support-type, ready to jump to someone’s aid when they need it. Perhaps you can just think outside the box better than your peers, and figure your way out of complex situations. There are no good or bad roles, just the roles you can fill. By learning to play with a team, you can learn how to work with one.

Playing Teaches Problem Solving Skills2

The Surprising Benefits of Role-Playing Games (and How to Get Started)

Problem solving is what makes the world go ’round and role-playing games are filled to the brim with it. Layers upon layers of problems stand in front of you and your fellow party members. You could be trying to solve a riddle, while navigating a labyrinth, while deciding the best way to take out a band of goblins, while trying to solve a murder mystery, all while preventing a dark lord from taking over the kingdom. Talk about problems.

Role-playing games and their campaigns are problem after problem, all just barely solvable. As each event of your game unfolds, you’re forced to think on your feet and react. You develop some improvisation skill and feel a rush whenever your group finds a clever way to tackle a tough problem. In fact, some of your most memorable moments will likely end up being times that you felt like your back was against the wall, but you managed to pull through using your wit.

Learning how to solve problems develops your critical thinking and can help you approach problems in the future with the right mindset. In role-playing games you’re simultaneously the chess player and the chess piece. You learn to see problems from multiple perspectives and realize that there’s always a light at the end of the dark, goblin-filled cave.

Playing Is Fun

The Surprising Benefits of Role-Playing Games (and How to Get Started)

Seriously, playing role-playing games is an absolute blast. Try this: Imagine a time in your past that you did something that felt a little silly. Maybe you were at a party, or maybe you had a couple drinks and hit the dance floor at a wedding. Something you were worried about being embarrassed about it at first, but as soon as you gave in, it was some of the most fun you’ve ever had. That’s what role-playing games are like.

Half the fun is letting go of the heavy world around you and playing like you’re a kid again. You sit down at that table and suddenly you’re running around the playground, having adventures and saving the world. Can you honestly say that fun like that isn’t for everybody?

How to Get Started

The Surprising Benefits of Role-Playing Games (and How to Get Started)

Getting started can be the toughest part, but there are some things you can do to make it a lot easier. Unfortunately, there’s no way I could even come close to explaining how to play all of the role-playing games out there, but I can point you in the right direction.

First, you want to find a game that would interest you. The world of role-playing games can be very overwhelming, but it also means that there is literally something for everyone. If you like sci-fi, there’s plenty of that. If you like fantasy, there’s plenty of that too. Vampires? Check. Werewolves? Check. Super heroes, Lovecraft, zombies, aliens, Star Wars, wrestling… You name it, there’s probably a role-playing game for it. Heck, I’ve even played a role-playing game based around the movie Mean Girls (and it was, like, so fetch). So don’t worry if Dungeons & Dragons doesn’t sound like your cup of tea.

Do some research and see what you can dig up. Google “[thing you like] role-playing game” and you might be surprised at what you find. Certain games are going to be more popular, however—which means it might be easier to join or start one of those game types—but see what you can find that excites you. If you’re not into the world the game is portraying, you’re probably not going to enjoy yourself. As far as recommendations go, check out Fate, Pathfinder, Star Wars: Edge of the Empire, Call of Cthulhu, and (of course) Dungeons & Dragons fifth edition. You can even get a large taste of what D&D is like without paying a cent. If you’re still lost, hit up a game and hobby store and ask around. You’re sure to get more recommendations than you’ll what to do with.

When you find something that interests you, see what materials you need. Most role-playing games require that you at least own a copy of its player’s manual. Some games may require additional books as well, so make sure you’re getting what you need. These books can be very expensive—usually $40 and up—and the go-to, Amazon, won’t necessarily hook you up. Shop around online and check local game and hobby stores to find the best deals. You can also find digital versions of almost every current game and those can be significantly cheaper. There are a few other things you’ll need to play as well:

  • DM or GM guide: The Dungeon Master (DM) or Game Master (GM) usually can benefit from having this additional book.

Dice: You’ll usually need more than the standard six-sided (d6) dice. Some games require sets of their own special dice. Always check to see what you need.Character Sheets: You can normally find these in the back of the player’s manuals, but you can also find them on each game’s web site for free.Pencils: Not pens—especially if you’re just starting out.A table: The more space you have for books and character sheets the better. Some people like to use grid mats and figurines, but they aren’t completely necessary.People: Alas, you cannot play these games alone. Trust me, I’ve tried. It’s not nearly as fun. Two people will work in a pinch, but a group of four or five tends to be way more fun.

Once you have all of those things, you need to read. A lot. Role-playing games require some investment. The rules for each game can be complicated, and even though you shouldn’t let rules be the focus of your game sessions, you should get a basic idea of how they work. If you know someone that knows how to play, ask them to teach you! They’ll likely be glad to show you the ropes. They may even have their own group and invite you to join, even if it’s just for a few sessions so you can learn.

In the same vein, it doesn’t hurt to ask around if you’re looking for a group to play with. If none of your current friends play, ask around your local gaming stores. A lot of stores have regularly scheduled sessions in-store, and it’s a great way to learn to play without having to buy a rulebook or convince your current friends to come play with you. At the very least, someone might be able to point you in the right direction. You can also find playgroups online. Web sites like Meetup.com can help you find other people in your area that are interested in playing the games you want to play. It never hurts to check out the forums of big role-playing game publisher web sites—like Wizards of the Coast or Fantasy Flight Games—in search of players, either.

Lastly, if you’re having trouble understanding how things work, YouTube is your friend. You can find countless videos of real gameplay and rules explanation for whatever game you’re interested in. Watch a few games and you’ll start to see how the flow of a game should feel. This can be especially helpful if you want to run the game too.


Role-playing games are fun, exciting, and can actually help you learn a thing or two. So get out there, find a group, and don’t let the concept overwhelm you. Ease into the games and you may even make some new friends along the way. Role-playing games really are for everyone, especially you.

Photos by PublicDomainPictures, OpenClips, Dan Catchpole, Michael Harrison, Benny Mazur, potential past, Benny Mazur, Sean Ellis.

 

GIVE A LITTLE BIT…

Your Dungeon Master works hard to make sure you have a fantastic campaign. So how can you repay them? By showing your appreciation!

Since February is now officially “Dungeon Master Appreciation Month,” it only felt right to come up with 28 ways you can appreciate your DM. How many will you squeeze into the month?

  1. Offer to host the next session at your place!
  2. Create a soundtrack to match the current campaign setting.
  3. Make them a batch of Fireball truffles.
  4. Pay for the DM’s share of the pizza order.
  5. Submit the DM’s best quotes to outofcontextdnd.tumblr.com.
  6. Give them a hand-painted miniature of an important NPC in your campaign.
  7. Make sure the DM’s glass is always full, whether they’re drinking water, coffee, or mead.
  8. Recommend they DM for the D&D Adventurer’s League at your friendly local game store.
  9. Immortalize your campaign’s story in the GameTales subreddit.
  10. Secretly talk to all of the players in your campaign, and have everyone come to the next session dressed up as their character!
  11. Bring the DM a bottle of wine with a customized label matching your current campaign (handmade by you, of course!). You can find a template here.
  12. Share an amazing thing your DM did in the DnD subreddit.
  13. Make a batch of Tavern Stew for the DM and other players.
  14. Share a clip of the epic campaign (or the hilarious NPC the DM voices) on Vine or Instagram.
  15. Tweet your appreciation for your DM using #DnDDMA!
  16. Are you artistically inclined? Volunteer to draw/paint beautiful character representations or maps. Not so artsy? Find a talented friend and commission the artwork.
  17. Send a Thank You card after a fantastic session, and let them know what impressed you–was it the puzzle they wrote? How they had you laughing the whole time? How the monsters were perfectly matched to make it a hard (but not completely lethal) fight?
  18. Get tickets to an upcoming gaming convention and take your DM! Check out the cons recommended by the D&D team here.
  19. Offer to record your next session and edit into a podcast or video.
  20. Write an ode to your DM on the official Dungeons & Dragons Facebook page. 
  21. Sign your DM up for Dungeons and Dragons Online and play a session with them! (If you’re feeling extra generous, make them a VIP!)
  22. Create a sash, crown, robe, or other accessory to signify your DM is the “World’s Greatest.” Insist they wear it to each session!
  23. Make your DM a dice tower.
  24. Create a “pump up playlist” to get your DM in the mood on their way to the next session. Some suggestions are Assorted Intricacies’ “Roll a D6,” Weird Al’s “White and Nerdy,” Stephen Lynch’s “D&D,” and The Doubleclicks’ “This Fantasy World.”
  25. Present a gift to your DM, but make them solve a puzzle or riddle similar to ones they put in your campaign before they can receive it!
  26. Make an in-character “scrapbook” of your adventure with notes/”diary entries” from each day and drawings of people, places, and monsters you encountered. Give it to your DM at the end of the campaign!
  27. Make a dice bag using fabric patterns and colors that your DM will love!
  28. Offer to DM a future campaign so they have a chance to play!

(Editor’s Note: As mentioned in our earlier letter, if you’re feeling inspired to give Dungeon Mastering a try, or want to start appreciating your Dungeon Master right now, then the Dungeon Master’s Guide is the perfect gift for the storyteller in your life!)

About the Author

Geeky Hostess (Tara Theoharis) blogs about “incorporating your geeky passions into your everyday life through parties, gift ideas, home decor, recipes, etiquette, fashion, and more.” More advice, ideas and recipes can be found at http://geekyhostess.com.

THE PROJECTED GAME

Actually I’m working on an invention that would replace this altogether for all kinds of tabletop games, not just Role Play but Wargaming, Board Games, etc. Anything imaginable played on a tabletop.

But I still like the general set-up described/displayed here.

DnD_DigitalMap.jpg (1300×975)

Dungeons and Dragons comes to life on digital maps

A projector combined with a Web-based tabletop role playing game tool make for a new and really cool way to play Dungeons and Dragons.

Reddit user Silverlight is a developer for Roll20, an online tool for virtual tabletop role playing game sessions, so he knows a thing or two about blending technology into traditional RPG play. By pairing Roll20 with a projector mounted on the ceiling, Silverlight is able to display digital maps on the tabletop for a home session of D&D.

And the coolest thing about these digital maps is the ability to show characters’ actual line of sight as they explore. Discussing the setup on Reddit, Silverlight says that this functionality is built into Roll20, and he made the cones of vision possible by manually revealing portions of the map to the players.

This isn’t really a practical setup to replicate. Silverlight used an Epson brand projector to make the digital maps, and a cheap Epson projector should run you about $300 on Amazon. Still, it demonstrates new possibilities for playing tabletop role playing games. Roll20 runs in a Web browser. Maybe someone can figure out how to make this setup work using a much more affordable smartphone projector.

Photo via Silverlight/imgur

SOME OF THE BEST

36 of the Best Roleplaying Games

“I love video games, but you can’t beat the magic in the personal interaction around a table.” — Filamena Young


Just as there really is no such thing as a best book or movie, there is no best roleplaying game, or even best in a particular category. But if you’re looking for something new to try, this selection of games will help. The games were selected to cover a wide spectrum of game mechanics, settings, and play styles. Some are well known, others relatively obscure. Some are licensed from video games, movies, TV shows, or books. Some are free for download, and several provide free quickstart PDFs.

Select an image to read a full page writeup about that game, including overview information, three of the things that make the game stand out out, purchasing information, and links to reviews and community sites.


13th Age
All Flesh Must Be Eaten
Apocalypse World
Atlantis: The Second Age

Basic Roleplaying
Burning Wheel
Doctor Who
Dragon Age

Dread
Dungeon Crawl Classics
Dungeon World
Dungeons and Dragons

Eclipse Phase
Fate Core
Fiasco
Firefly

Godlike
GURPS
Lady Blackbird
Microscope

Mindjammer
Mini Six
Misspent Youth
Mutants and Masterminds

Night's Black Agents
Numenera
Pathfinder
Pendragon

RuneQuest
Savage Worlds
Shadowrun
A Song of Ice and Fire

Star Wars
Swords & Wizardry
Traveller
Valiant Universe

GAME OF DICE SPELL

Wiz Dice is having a contest. Asking what you would do with 100+ dice.

I entered and replied that I would create IEDs (Improvised Exploding Dice). As a new spell.

The contest/giveaway is here: What Would You Do With 100+ Dice?

Below is the new spell I would create using these Improvised Exploding Dice. Well, the sketch notes for when I actually create the parameters for the spell itself, anyway.

 

GAME OF DICE SPELL (aka, Game of Chance Spell)

I was thinking that characters could carry with them small clusters of gaming dice, as if they carried their own gaming dice for games of chance. Though technically it could be any small, easily potable object. But the gaming dice, and dice games go back thousands of years, would be both easily portable and a splendidly innocuous cover-device so the targets do not suspect the users intentions.

(Of course you could always just use a version of the spell to create IEDs out of other people’s dice, ad hoc.)

The spell could then be exercised in such a way that the dice explode upon contact, explode when thrown or rolled, after a certain number of rolls, or set to explode after a certain period of time has elapsed.

The dice could then be used at a dice game (say you encounter a Thieves’ Guild or group of assassins and as an infiltration method you play a game of dice with them or give the dice as a gift), as a pre-set trap, or simply thrown like small hand-grenades. You could also just leave them lying around and when someone touches them to investigate you have a cheap but effective improvised explosive.

They could also be set to glow, to smell attractive, or to make unusual noises, so as to attract attention or to encourage theft.

More advanced versions of the spell might allow the dice to be used as tracking locators or beacons before they detonate. And the most advanced version of IED spell would allow the user to create his own dice, and depending on how the faces are decorated, carved, or painted (or maybe due to the numerical value expressed on the various faces) that would determine detonation force and how big of an explosion they would create.

Some dice might even explode by dispensing magical shrapnel or by a ejecting gas or other toxins – like snake venom, or even dissolve into or explode as a corrosive acid.

Anyway those are my initial sketches for an IED spell.

As for more modern or futuristic games you could simply create technological/Real World versions of such dice (or such small objects) useful for everything from espionage to weaponry, and I have some ideas where that is concerned too.
When I get the details worked out I’ll post the completed spell here.