This is one of the most controversial chess debates lol.
Essentially, the reason why there's some segregation in chess goes as follows: Due to sexism - primarily sexism in the past that has now made it so chess is commonly viewed as a nerdy sport for men and men only really - the game is completely dominated by men, and the top chess Youtuber - Gothamchess - has previously stated that his audience is 99% male.
The argument in favor of FIDE's current system is that having a separate women's world championship and tournaments allows them to participate in highly broadcasted events without it being completely dominated by men. Otherwise, it would be ridiculously hard to fix the gender disparity as there are no women in the top 100 in the world (mainly because far fewer play). Though another reason is sexism might dissuade some from continuing to try and reach the uppermost levels, but that isn't as much of an issue as the disparity and fixing the disparity would go a long way in fixing the culture.
I dunno how to feel about this. Personally, I don't get why women have extra titles in addition to the regular ones, especially since the titles just involve putting the word women before a normal title and those titles are easier to get. As for the topic of tournaments, I sort of get the argument for the top level, though it makes less sense to me to have women only events at low levels.
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BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explainHERE.
have you ever tried combining multiple premadr modules into 1 storyline to make a campaign? If so, what adventures did you use? How did you connect the adventures.
I got the idea for this question because it is what I am doing in a group that I’m currently trying to put together for a PM group, I won’t say cause I have no clue if my players are lurkers in this thread.
Been a really long time, but I once combined the A series (Slavers) with Saltmarsh.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
have you ever tried combining multiple premadr modules into 1 storyline to make a campaign? If so, what adventures did you use? How did you connect the adventures.
I got the idea for this question because it is what I am doing in a group that I’m currently trying to put together for a PM group, I won’t say cause I have no clue if my players are lurkers in this thread.
Not yet. But I'm running Lost Mine of Phandelver, and might then continue it with Candlekeep Mysteries.
Rollback Post to RevisionRollBack
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explainHERE.
have you ever tried combining multiple premadr modules into 1 storyline to make a campaign? If so, what adventures did you use? How did you connect the adventures.
Of course. I use older 2e modules and update them, but sure. That’s why I prefer the smaller, more limited, actually modular modules from back in the day as opposed to the big 1-12ish campaigns they’re fond of publishing for 5e. But they are publishing more compilations of smaller modules for this edition too. I think it’s a great thing for the game. As to how I connect them, that really all depends on what’s happened in the campaign to date. I don’t usually plan the connections, I get inspiration for that during the course of the campaign. Maybe the “BBE” of the next module is a Lieutenant of the BBE from a previous module that got away. Stuff like that. I’m also a big fan of putting out hooks for 2 or 3 different adventure paths at a time and let the players choose their path, and then I might start to drop in tie-ins to the other(s) during the game, stuff like that too.
have you ever tried combining multiple premadr modules into 1 storyline to make a campaign? If so, what adventures did you use? How did you connect the adventures.
I got the idea for this question because it is what I am doing in a group that I’m currently trying to put together for a PM group, I won’t say cause I have no clue if my players are lurkers in this thread.
I used Forge of Fury instead of the opener for Storm King's Thunder. After they get out, they go to one of the towns, I picked Bryn Shander, and carry on from there.
Did some narrative hacking to go along with it. The short version: Iymrith and Klauth mated, but it turned out Iymrith was only interested in producing powerful offspring. Those two are the most powerful dragon wizards on the continent. They had two children, one red and one blue. She kept them a secret from him and built a dungeon under the Forge of Fury to pit the two against one another in a battle of wits and magic: only the strongest would survive.
At the time of the PCs' arrival, the blue one has already killed the red one. It takes after its mother: ruthless, clever. (There's no black dragon in this version.)
Also, the duergar are working for Duke Zalto. Their job is to find a place where the pieces of the Vonindod can be worked back together. This forge isn't it, but they had to check it out to be sure.
have you ever tried combining multiple premade modules into 1 storyline to make a campaign? If so, what adventures did you use? How did you connect the adventures.
I've not. The only module I ever tried to run (specifically for 5e) was Horde of the Dragon Queen (the original one for 5e) when it'd come out (back in... 2014?). However, not far into it - I veered off the book and set it aside. Not because it wasn't any good - but there was a part where (spoilers for it ahead) -
The party must infiltrate the Cultists and get aboard the floating castle. The party did just that - however, once they got on there - they began killing cultists that they'd find alone - and logically, the cultists would be like, "Hey! Anyone seen Dave? He's not been to breakfast in like 3 days... think something happened?"
So I gently pushed them towards the...
Giant who controls the floating castle - and they spoke with him and told him about the cultists ultimate plan that they knew so far - and because at this point, I had wanted to get away from this adventure, because it was too illogical that the other cultists wouldn't begin noticing dead cultists - and I didn't want to have the party simply captured - because then they can't go around and learn more - the giant ended up turning on the cultists - and the vampire also residing in the castle turned on the giant - and there was a fiasco where the castle is gently landed... and chaos ensues... and the party escapes, still pretending to be cultists...
... and from that point on never ran another pre-made.
Now the thing is - I'd been the DM for my group of friends since 2nd edition... and we did 3rd/3.5 together... when 4th came out I never purchased any of the books, after a co-worker ran a few sessions. When 5th edition came out I was excited - and when I got Horde of the Dragon Queen - I thought, "This is a great story! It's similar in several ways to Dragonlance, and my friend is a Dragonlance fan. And it's a solid story!"
However, because of the limitations really of what pre-mades do for me - I am far, far, far, better at doing what I always do. Run my own adventures, often making things up on the spot, based on what my party is doing (and monitoring what keeps them interested and following that and wrapping up anything that doesn't seem to interest them that I may have veered down).
Don't happen frequently but when it does - it's a pain.
The issue with the cookies and D&D Beyond. Where images appear to be broken (both in the books and people's profile photos). I try to keep ignoring it until it really bugs me. Then have to clear everything out. Would be great if it was just D&D Beyond I'd need to log back into. But it's everything from gmail, youtube, paypal, patreon, the works.
I was going to make a silly picture of the Cookie Monster and D&D... but thought, "Someone has already done this."
I'm fry, and I make doodles. That's why they call me FRY DOODLES. Also no pressure but check out my YouTube channel (Fry Doodles) Soli Deo Gloria(Sed servus eius crustulum vult) I'm a disabled, neurodivergent, artsy dumpster fire, and somewhat of a clown. But, I'm also god's favorite princess and the most interesting girl in the world. Crafter of Constellations, vocaloid enjoyer, waluigi’s #1 fan, space alien, your favorite pretty boy, and certified silly goose
Question of the evening: do you folks ever collaborate on homebrew stuff? When I was a student, and now as a researcher, I've found that having a coauthor on research is challenging, but ultimately multiplies the fruits of my effort and makes me more productive. I'm wondering if it'd be the same for homebrews. I have three major projects I've been sitting on, two of which I thought up years ago.* I have around 120 unpublished brews lying around on DDB, and my list of homebrew ideas is a series of documents that have grown out of control.** For reference, the three projects are:
A comprehensive book on gnomes in D&D, which includes new character options, magic items, vehicles, monsters and NPCs, and an adaptation of the piety system for worshippers of the gnome pantheon. I've had a tremendous amount of fun building out these ideas, but I've been having a hard time putting pen to paper.
A comprehensive resource for DMs looking to build adventures involving the Far Realm, including new spells, monsters, adventure prompts, hazards and diseases, magic items, and a primer on factions devoted to either advancing or interfering with the interests of the great old ones. This project specifically aims to make the Far Realm more dangerous than is presented in official 5e material, and also to shift our understanding of conceptual horror beyond the tired tropes of tentacles and "madness".
A primer to adventuring in the prison plane, Carceri, which is one of my favorite extraplanar locations. This project mainly includes monsters, hazards, and adventure prompts. The sum total of material in 5e that references Carceri is extremely thin, but its status as the supernal prison for high-level threats makes it uniquely interesting in the multiverse.
These three projects are as of yet unnamed. Related question: what projects are you all working at, what challenges have you faced, and how have you pushed past them?
*Granted, I 've deliberately delayed most of my homebrew projects until I the 2024 core books come out. **I use the desktop wiki, Zim, so it's hard to say for sure how many notes I have.
have you ever tried combining multiple premadr modules into 1 storyline to make a campaign? If so, what adventures did you use? How did you connect the adventures.
I got the idea for this question because it is what I am doing in a group that I’m currently trying to put together for a PM group, I won’t say cause I have no clue if my players are lurkers in this thread.
I have only done the Lost Mines of Phandelver part with my party so far, but I’m combining that with Shadow of the Dragon Queen.
That sounds really cool. I never thought of merging Forgotten Realms and Dragonlance.
Thanks. I’m planning on having my players meet Bahamut in his human form and he sends them to protect his final followers, which happen to be in Vogler.
Question of the evening: do you folks ever collaborate on homebrew stuff? When I was a student, and now as a researcher, I've found that having a coauthor on research is challenging, but ultimately multiplies the fruits of my effort and makes me more productive.
I once tried collaborating on a number of different projects - and have found, typically someone (and it's not always the other persons, can be me) - often will have scheduling conflicts, busy schedule, etc., which can grind things to an absolute halt when you're own imagination is on fire. There's a recent example, of a D&D by DM/PM (whatever you wanna call it) where I came up with a town and some NPCs, and handed it off to another (who is in this thread also, so they will know). Their schedule has been completely hectic - and it's been now, over two months?, since I've heard anything back. It's been so long, that the flame for even adding more to it, has completely perished for myself for that little side thing. (And rest assured, this is NO big deal in this case - just an example of a recent time where myself and someone else tried to hammer something out and it perished).
Another time, I have a web series called Neverending Nights - (I think it's linked in my signature) - and I had a co-writer in the first season. I then wrote the entire second season, handed it to him, and he added/suggested some lines and jokes - but it was like 2 months after I handed it to him. When we did the third season, his own life was so busy and complicated that he couldn't commit to it - so I wrote the whole third season and just had him voice the lines I needed from him.
There's some stories I've written with my good friend, Lindsay, and we usually get pretty far in these stories - and really, these are each of us adding to a story, passing it back, they add, pass it back - and we just build this story with a very general plot idea for the main story - and just force one another to be creative on the spot never knowing what the other person is going to hand us. Some of those stories went on for years and years and years - and turned out quite large. I think she even took one of them and edited it more sensibly and wanted to do something with it (though I don't know if she ever has).
For my D&D homebrew - I am, admittedly, too much of a control freak. Because I have all these stories and plotlines, and how these things all connect, and how this type of monster came to exist, and how giants work in my world, and lore of gods, and dragons, and all that. So for my homebrew D&D stuff for my own campaign... I am way too much of a control freak. I will always be the first to admit that.
Now that said, sometimes pairing up creates perfection. For example, Margaret Weis & Tracy Hickman together - make astonishing books (Dragonlance, Dragonships, Darksword, Death Gate... I am just noticing they all start with "D"....) However, separate - I don't think they're as strong. Margaret's writing solo, is very, very good - but there's something missing. And Tracy's writing solo is very, very, very technical - and needs to (in my opinion) be softened up. However, the two of them together are my dream team for writers.
So I think it all really depends on your partner(s) and their schedule.
I usually act in an assistive capacity. Like, someone reaches out and says "hey, are you up for making X?" and then I go an make X.
It is extremely difficult to do when working on my own projects, though, so been a while.
My biggest hurdle is usually found in approach and philosophy. For example, I would be horrible for any of those projects, lol. I don't operate within the WotC worldscapes. Best I can do is stuff like identify the distinction point between the mechanical, design, and lore goals and then provide advice on mechanics, because my design goals are far too 1e/2e influenced for a lot of folks.
I'm still farting aorud with a system to expand a Bastion system to cover a settlement structure, and having some fits around reductive system design to make it work with 5e style simplification and not overburden the bastion system.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Question of the evening: do you folks ever collaborate on homebrew stuff? When I was a student, and now as a researcher, I've found that having a coauthor on research is challenging, but ultimately multiplies the fruits of my effort and makes me more productive. I'm wondering if it'd be the same for homebrews. I have three major projects I've been sitting on, two of which I thought up years ago.* I have around 120 unpublished brews lying around on DDB, and my list of homebrew ideas is a series of documents that have grown out of control.** For reference, the three projects are:
A comprehensive book on gnomes in D&D, which includes new character options, magic items, vehicles, monsters and NPCs, and an adaptation of the piety system for worshippers of the gnome pantheon. I've had a tremendous amount of fun building out these ideas, but I've been having a hard time putting pen to paper.
A comprehensive resource for DMs looking to build adventures involving the Far Realm, including new spells, monsters, adventure prompts, hazards and diseases, magic items, and a primer on factions devoted to either advancing or interfering with the interests of the great old ones. This project specifically aims to make the Far Realm more dangerous than is presented in official 5e material, and also to shift our understanding of conceptual horror beyond the tired tropes of tentacles and "madness".
A primer to adventuring in the prison plane, Carceri, which is one of my favorite extraplanar locations. This project mainly includes monsters, hazards, and adventure prompts. The sum total of material in 5e that references Carceri is extremely thin, but its status as the supernal prison for high-level threats makes it uniquely interesting in the multiverse.
These three projects are as of yet unnamed. Related question: what projects are you all working at, what challenges have you faced, and how have you pushed past them?
*Granted, I 've deliberately delayed most of my homebrew projects until I the 2024 core books come out. **I use the desktop wiki, Zim, so it's hard to say for sure how many notes I have.
I would love to work with someone on homebrew. I have had experience working on creative projects with a group and I have found it to be great. Two heads are better than one after all. Unfortunately, I don’t have a group that would be interested in or have the time for a team project. I also have a ton of projects I am working on right now so it probably wouldn’t be wise for me to try to start a whole new thing.
Those projects you are working on look awesome. Let us know when you are finished with them.
Right now I am working on a one-shot to use for a roommate who hasn’t played DnD yet, a mini-campaign related to bees, brainstorming entries for CotFB, and thinking about a one-shot that involves a lot of pottery. None of those are large scale things like the books you’re working on, but that is because I am prioritizing the comic I’m writing (which is a group project) over DnD. Our goal is to submit the first issue to a comic publisher before Christmas but I’m also writing the third issue, planning up to the seventh, and proofreading the art for the second. I‘m keeping busy.
Question of the evening: do you folks ever collaborate on homebrew stuff?
Almost constantly. I’m just about always helping someone with their homebrew, or rewriting something for someone, or creating something someone has requested. And when working on my own stuff I always run it past a few people and playtesters before releasing anything anywhere.
I once tried collaborating on a number of different projects - and have found, typically someone (and it's not always the other persons, can be me) - often will have scheduling conflicts, busy schedule, etc., which can grind things to an absolute halt when you're own imagination is on fire. There's a recent example, of a D&D by DM/PM (whatever you wanna call it) where I came up with a town and some NPCs, and handed it off to another (who is in this thread also, so they will know). Their schedule has been completely hectic - and it's been now, over two months?, since I've heard anything back. It's been so long, that the flame for even adding more to it, has completely perished for myself for that little side thing. (And rest assured, this is NO big deal in this case - just an example of a recent time where myself and someone else tried to hammer something out and it perished).
Another time, I have a web series called Neverending Nights - (I think it's linked in my signature) - and I had a co-writer in the first season. I then wrote the entire second season, handed it to him, and he added/suggested some lines and jokes - but it was like 2 months after I handed it to him. When we did the third season, his own life was so busy and complicated that he couldn't commit to it - so I wrote the whole third season and just had him voice the lines I needed from him.
There's some stories I've written with my good friend, Lindsay, and we usually get pretty far in these stories - and really, these are each of us adding to a story, passing it back, they add, pass it back - and we just build this story with a very general plot idea for the main story - and just force one another to be creative on the spot never knowing what the other person is going to hand us. Some of those stories went on for years and years and years - and turned out quite large. I think she even took one of them and edited it more sensibly and wanted to do something with it (though I don't know if she ever has).
For my D&D homebrew - I am, admittedly, too much of a control freak. Because I have all these stories and plotlines, and how these things all connect, and how this type of monster came to exist, and how giants work in my world, and lore of gods, and dragons, and all that. So for my homebrew D&D stuff for my own campaign... I am way too much of a control freak. I will always be the first to admit that.
Now that said, sometimes pairing up creates perfection. For example, Margaret Weis & Tracy Hickman together - make astonishing books (Dragonlance, Dragonships, Darksword, Death Gate... I am just noticing they all start with "D"....) However, separate - I don't think they're as strong. Margaret's writing solo, is very, very good - but there's something missing. And Tracy's writing solo is very, very, very technical - and needs to (in my opinion) be softened up. However, the two of them together are my dream team for writers.
So I think it all really depends on your partner(s) and their schedule.
Scheduling is a nightmare, isn't it. That's probably why I've never collaboratively DM'd. And I sympathize with you over being a control freak. At least a handful of the homebrews I've cooked up are original ideas, and I balk a little bit when people, even constructively, suggest alterations that conflict with my imagination.
I usually act in an assistive capacity. Like, someone reaches out and says "hey, are you up for making X?" and then I go an make X.
It is extremely difficult to do when working on my own projects, though, so been a while.
My biggest hurdle is usually found in approach and philosophy. For example, I would be horrible for any of those projects, lol. I don't operate within the WotC worldscapes. Best I can do is stuff like identify the distinction point between the mechanical, design, and lore goals and then provide advice on mechanics, because my design goals are far too 1e/2e influenced for a lot of folks.
I'm still farting aorud with a system to expand a Bastion system to cover a settlement structure, and having some fits around reductive system design to make it work with 5e style simplification and not overburden the bastion system.
Just to clarify, when you say you don't operate in WotC worldscapes, do you mean the setting or the design pathos or something else? I'm also interested in how you perceive the design goal difference between 1e-2e and later editions. I started playing near the time of the transition from 3e to 3.5, so I missed some of the glory days.
I would love to work with someone on homebrew. I have had experience working on creative projects with a group and I have found it to be great. Two heads are better than one after all. Unfortunately, I don’t have a group that would be interested in or have the time for a team project. I also have a ton of projects I am working on right now so it probably wouldn’t be wise for me to try to start a whole new thing.
Those projects you are working on look awesome. Let us know when you are finished with them.
Right now I am working on a one-shot to use for a roommate who hasn’t played DnD yet, a mini-campaign related to bees, brainstorming entries for CotFB, and thinking about a one-shot that involves a lot of pottery. None of those are large scale things like the books you’re working on, but that is because I am prioritizing the comic I’m writing (which is a group project) over DnD. Our goal is to submit the first issue to a comic publisher before Christmas but I’m also writing the third issue, planning up to the seventh, and proofreading the art for the second. I‘m keeping busy.
Hah, those projects of mine are on the production time scale of years, and I wouldn't be surprised if I never got them finished. Best of luck with your comic. What is the genre, if you don't mind my asking? Also if you have any ideas rattling around for the CotFB, I'd be happy to lend some opinions.
Almost constantly. I’m just about always helping someone with their homebrew, or rewriting something for someone, or creating something someone has requested. And when working on my own stuff I always run it past a few people and playtesters before releasing anything anywhere.
You're good at what you do. Feel free to run ideas by me if you need another pair of brain cells.
Almost constantly. I’m just about always helping someone with their homebrew, or rewriting something for someone, or creating something someone has requested. And when working on my own stuff I always run it past a few people and playtesters before releasing anything anywhere.
You're good at what you do. Feel free to run ideas by me if you need another pair of brain cells.
Thank you. That means a lot to me. I’ll definitely run some stuff past you.
I usually act in an assistive capacity. Like, someone reaches out and says "hey, are you up for making X?" and then I go an make X.
It is extremely difficult to do when working on my own projects, though, so been a while.
My biggest hurdle is usually found in approach and philosophy. For example, I would be horrible for any of those projects, lol. I don't operate within the WotC worldscapes. Best I can do is stuff like identify the distinction point between the mechanical, design, and lore goals and then provide advice on mechanics, because my design goals are far too 1e/2e influenced for a lot of folks.
I'm still farting aorud with a system to expand a Bastion system to cover a settlement structure, and having some fits around reductive system design to make it work with 5e style simplification and not overburden the bastion system.
Just to clarify, when you say you don't operate in WotC worldscapes, do you mean the setting or the design pathos or something else? I'm also interested in how you perceive the design goal difference between 1e-2e and later editions. I started playing near the time of the transition from 3e to 3.5, so I missed some of the glory days.
As a note, the sme one else was me.
It me.
To your questions:
1 - it is a hard and a soft line. I don't work in the space around the Dragonlance Forgotten Realms, et al worlds, which more or less immediately includes the monsters and so the main bad guys. It isn't just WotC, either -- I had the same problem with the older D&D worlds. Anything Lore based needs to fit into a world. I would be better suited to do something like Stirxhaven or Dragonlance than Eberron or Forgotten Realms, because there is more precise stuff to build on in them. But, in any case, I would have to learn the lore of any of them to really be of value, so it is easier to work on agnostic or mostly agnostic system mechanics that to do anything with flavor. The hard part comes when you realize most mechanics are based in some aspect of lore (because lore is culture and social systems, and influences the way you deine some stuff).
2 - Design goals, well, I can work on goals I don't agree with, and I am usually pretty sharp and figuring out what is wanted from existing stuff -- but I am also always going to start from what we know and then re-apply it to the setting. FOr example let's say that someone asked me to do an economic related element -- for D&D, a gp is equal to a dollar, basically. If you know that, you know a loaf of bread costs 50 cents or 2 bucks, and so you can start to scale systems around that. But it still starts from a real world analog, and then you have to look at the design goal -- in some cases that goal will be "hew very close to Earth normal for the 1400's", and that gp = a buck won't fly in such a system. But if the system is also more abstract, then you have to approach it from a more "barter" based structure, where value systems are going to be more dependent on the relative needs. How does one take a complex set of figures like population turnover and loss, with events and challenges, and reduce that to a 5e style simple basis? It helps to understand the basics of that complex system so you can start, and then you have to look at the needs -- the same system might work across multiple game settings, but a post apoc will have a different standard of change than a 500 BCE, 1000 CE, or 1600 CE period would. One of my fellow Dms says I come at things from "know it to rule on it".
3 -- 1e/2e's primary design goals were quite different (in part a function of the changeover in general leadership within TSR in those days) -- 1e was a DM's game that was very specifically focused on providing a small scale battle simulation with magic and monsters. That's what Gygax and Arneson really understood, and that's why there can be so much incredibly nit and grit and crunch in the game for seemingly minor things. 1e was much more Archetypal, more rigid in terms of design, and very much created with an eye to the needs of the DM (even the Basic sets had that design goal, though it was far more pronounced in AD&D).
2e was the first shift towards two things: a move away from European Dark Ages as understood at the time and a slight shift towards player centric design (especially in the later stages of 2e). But also, they really shifted away then from thinking in terms of miniatures, and learned from several of the modules like Strahd and Dragonlance and the GDQ and A series (Slavers and Drow) that folks wanted more in depth, more involved things. Cook has a very different outlook on role playing that Gygax ever had, and was closer to Arneson's take on things, which then became the driving force that gave rise to the massive explosion for 3e/3.5 era.had 2e stepped around the the problem of the ornate combat system that was a carryover from 1e (and, in turn, was a carry over from unit type approaches in miniature wargaming -- each class had its own to hit table, for example) it would have been very interesting.
2e found a way to incorporate skills (proficiencies) which at the time were considered an oppositional approach to the class system. They gave more classes for the first time and refined the core concept of class (the entire class system of 5e still owes a debt to the 2e approach to using archetypes and sub-classes) and 2e used Proficiencies initially to give that "make your fighter different from other fighters" kind of design goal. It really was a marvel, and was so different from 1e in terms of clarity and reduction of so much bullshit that it really boosted the game. Nearly everything that 2e made as a strong part of the game was ultimately derived from something the community had contributed (mostly through Dragon and Dungeon Magazines) or from the Modules that had been released and were wildly successful in 1e.
While development of 3.0 started prior to the Wizards buyout, it was then more about taking all the chapbooks they had done at the tail end of 2.0 and making them agree with each other -- a rules cleanup. That expanded under the new team, who had a very different focus that came out of how they had approached the game (these are the people who turned their D&D game into some little thing called Magic: The Gathering, after all). For them it was a wholly different approach that started out rules heavy, then became 'well, this is just way too complicated, but everyone likes it..." It was 3e, as well, that a real "design ethos" appeared -- matching much of the overall experience in the broader community around what a good game design looked like.
The initial 3.0 release was meant to continue the approach they had started with the late 2e stuff -- sell the players all the choices.They really made the shift to player centric stuff then, and so when folks complain about power creep, there is a bit of a chuckle, because it *started* in 2e. 30 years later, and calling them super heroes is pretty much an expectation. And that all leads me to the biggest part of the design goal difference:
1e (AD&D) was meant to teach DMs how to DM.
2e was meant to show folks how to take those things in 1e and make more creative uses of them while also meeting the growing need of all the Players those DMs had taught to play.
beyond those basic things, it wasn't all that big a deal in 1e/2e because no one really had design goals at that time beyond "make a game that was fun to play". By the time 2e came out, there were hundreds of "new games" to try, that had never existed when 1e came out. Things like this weird super hero game called Champions. Or those weird people who did an end run around everybody and put out the Middle Earth Roleplaying game. Or another dozen whose development really set into action a lot of changes that are pretty much taken as simple today but were utterly novel then -- skill systems were still new. Point buy was heretical. Licensed IP was a rage.
I mean, in 1980, you still had to buy your dice not as sets but as individual dice, because they were really hard to find. You could snag d6 from a yahtzee game, but you had to go and find a d20. Game design in 1981 was focused on making sure that when you made a table you remembered to bunch the most common results in the middle.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
I would love to work with someone on homebrew. I have had experience working on creative projects with a group and I have found it to be great. Two heads are better than one after all. Unfortunately, I don’t have a group that would be interested in or have the time for a team project. I also have a ton of projects I am working on right now so it probably wouldn’t be wise for me to try to start a whole new thing.
Those projects you are working on look awesome. Let us know when you are finished with them.
Right now I am working on a one-shot to use for a roommate who hasn’t played DnD yet, a mini-campaign related to bees, brainstorming entries for CotFB, and thinking about a one-shot that involves a lot of pottery. None of those are large scale things like the books you’re working on, but that is because I am prioritizing the comic I’m writing (which is a group project) over DnD. Our goal is to submit the first issue to a comic publisher before Christmas but I’m also writing the third issue, planning up to the seventh, and proofreading the art for the second. I‘m keeping busy.
Hah, those projects of mine are on the production time scale of years, and I wouldn't be surprised if I never got them finished. Best of luck with your comic. What is the genre, if you don't mind my asking? Also if you have any ideas rattling around for the CotFB, I'd be happy to lend some opinions.
My comic would probably be considered gothic/folk horror but it feels weird to call it that. It is very similar to Hellboy in many aspects.
With CotFB, I am thinking about turning Hans-My-Hedgehog into an NPC for the interactive options.
Just finished listening to the new Playtest video, and was laughing my hind end off because of the bit at the end around conjurations and summonings.
For several "in-world" reasons, chiefly the notion that summoning is always a ritual and is always doing something to another being that is oppositional to their will, summoning on Wyrlde is a problem.
In addition, all conjurations became "evocations", for similar reasons. Much of this has to do with the way that Rangers and Shamans occupy different aspects of Druids, and with the nature of the shaman's use of spirit creatures and the way that Spirits of the World operate.
And I laughed because while I haven't looked yet, the underlying philosophy and approach is exactly what I did with Shaman's and the world spirits in my setting. Shaman's are going to be a very interesting class now, lol.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Just finished listening to the new Playtest video, and was laughing my hind end off because of the bit at the end around conjurations and summonings.
For several "in-world" reasons, chiefly the notion that summoning is always a ritual and is always doing something to another being that is oppositional to their will, summoning on Wyrlde is a problem.
In addition, all conjurations became "evocations", for similar reasons. Much of this has to do with the way that Rangers and Shamans occupy different aspects of Druids, and with the nature of the shaman's use of spirit creatures and the way that Spirits of the World operate.
And I laughed because while I haven't looked yet, the underlying philosophy and approach is exactly what I did with Shaman's and the world spirits in my setting. Shaman's are going to be a very interesting class now, lol.
That’s funny. I always thought of it that “summoning” involved creatures whereas “conjuring” involved objects. Like, you “summon” a wolf to attack your foes, but you “conjure” a spectral weapon or shield or whatever.
This is one of the most controversial chess debates lol.
Essentially, the reason why there's some segregation in chess goes as follows: Due to sexism - primarily sexism in the past that has now made it so chess is commonly viewed as a nerdy sport for men and men only really - the game is completely dominated by men, and the top chess Youtuber - Gothamchess - has previously stated that his audience is 99% male.
The argument in favor of FIDE's current system is that having a separate women's world championship and tournaments allows them to participate in highly broadcasted events without it being completely dominated by men. Otherwise, it would be ridiculously hard to fix the gender disparity as there are no women in the top 100 in the world (mainly because far fewer play). Though another reason is sexism might dissuade some from continuing to try and reach the uppermost levels, but that isn't as much of an issue as the disparity and fixing the disparity would go a long way in fixing the culture.
I dunno how to feel about this. Personally, I don't get why women have extra titles in addition to the regular ones, especially since the titles just involve putting the word women before a normal title and those titles are easier to get. As for the topic of tournaments, I sort of get the argument for the top level, though it makes less sense to me to have women only events at low levels.
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HERE.Been a really long time, but I once combined the A series (Slavers) with Saltmarsh.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Not yet. But I'm running Lost Mine of Phandelver, and might then continue it with Candlekeep Mysteries.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.Of course. I use older 2e modules and update them, but sure. That’s why I prefer the smaller, more limited, actually modular modules from back in the day as opposed to the big 1-12ish campaigns they’re fond of publishing for 5e. But they are publishing more compilations of smaller modules for this edition too. I think it’s a great thing for the game. As to how I connect them, that really all depends on what’s happened in the campaign to date. I don’t usually plan the connections, I get inspiration for that during the course of the campaign. Maybe the “BBE” of the next module is a Lieutenant of the BBE from a previous module that got away. Stuff like that. I’m also a big fan of putting out hooks for 2 or 3 different adventure paths at a time and let the players choose their path, and then I might start to drop in tie-ins to the other(s) during the game, stuff like that too.
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I used Forge of Fury instead of the opener for Storm King's Thunder. After they get out, they go to one of the towns, I picked Bryn Shander, and carry on from there.
Did some narrative hacking to go along with it. The short version: Iymrith and Klauth mated, but it turned out Iymrith was only interested in producing powerful offspring. Those two are the most powerful dragon wizards on the continent. They had two children, one red and one blue. She kept them a secret from him and built a dungeon under the Forge of Fury to pit the two against one another in a battle of wits and magic: only the strongest would survive.
At the time of the PCs' arrival, the blue one has already killed the red one. It takes after its mother: ruthless, clever. (There's no black dragon in this version.)
Also, the duergar are working for Duke Zalto. Their job is to find a place where the pieces of the Vonindod can be worked back together. This forge isn't it, but they had to check it out to be sure.
I've not. The only module I ever tried to run (specifically for 5e) was Horde of the Dragon Queen (the original one for 5e) when it'd come out (back in... 2014?). However, not far into it - I veered off the book and set it aside. Not because it wasn't any good - but there was a part where (spoilers for it ahead) -
The party must infiltrate the Cultists and get aboard the floating castle. The party did just that - however, once they got on there - they began killing cultists that they'd find alone - and logically, the cultists would be like, "Hey! Anyone seen Dave? He's not been to breakfast in like 3 days... think something happened?"
So I gently pushed them towards the...
Giant who controls the floating castle - and they spoke with him and told him about the cultists ultimate plan that they knew so far - and because at this point, I had wanted to get away from this adventure, because it was too illogical that the other cultists wouldn't begin noticing dead cultists - and I didn't want to have the party simply captured - because then they can't go around and learn more - the giant ended up turning on the cultists - and the vampire also residing in the castle turned on the giant - and there was a fiasco where the castle is gently landed... and chaos ensues... and the party escapes, still pretending to be cultists...
... and from that point on never ran another pre-made.
Now the thing is - I'd been the DM for my group of friends since 2nd edition... and we did 3rd/3.5 together... when 4th came out I never purchased any of the books, after a co-worker ran a few sessions. When 5th edition came out I was excited - and when I got Horde of the Dragon Queen - I thought, "This is a great story! It's similar in several ways to Dragonlance, and my friend is a Dragonlance fan. And it's a solid story!"
However, because of the limitations really of what pre-mades do for me - I am far, far, far, better at doing what I always do. Run my own adventures, often making things up on the spot, based on what my party is doing (and monitoring what keeps them interested and following that and wrapping up anything that doesn't seem to interest them that I may have veered down).
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
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Mutters.
Don't happen frequently but when it does - it's a pain.
The issue with the cookies and D&D Beyond. Where images appear to be broken (both in the books and people's profile photos). I try to keep ignoring it until it really bugs me. Then have to clear everything out. Would be great if it was just D&D Beyond I'd need to log back into. But it's everything from gmail, youtube, paypal, patreon, the works.
I was going to make a silly picture of the Cookie Monster and D&D... but thought, "Someone has already done this."
The internet rarely disappoints.
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
hehe
I'm fry, and I make doodles. That's why they call me FRY DOODLES. Also no pressure but check out my YouTube channel (Fry Doodles)
Soli Deo Gloria(Sed servus eius crustulum vult)
I'm a disabled, neurodivergent, artsy dumpster fire, and somewhat of a clown. But, I'm also god's favorite princess and the most interesting girl in the world.
Crafter of Constellations, vocaloid enjoyer, waluigi’s #1 fan, space alien, your favorite pretty boy, and certified silly goose
Question of the evening: do you folks ever collaborate on homebrew stuff? When I was a student, and now as a researcher, I've found that having a coauthor on research is challenging, but ultimately multiplies the fruits of my effort and makes me more productive. I'm wondering if it'd be the same for homebrews. I have three major projects I've been sitting on, two of which I thought up years ago.* I have around 120 unpublished brews lying around on DDB, and my list of homebrew ideas is a series of documents that have grown out of control.** For reference, the three projects are:
These three projects are as of yet unnamed. Related question: what projects are you all working at, what challenges have you faced, and how have you pushed past them?
*Granted, I 've deliberately delayed most of my homebrew projects until I the 2024 core books come out.
**I use the desktop wiki, Zim, so it's hard to say for sure how many notes I have.
Thanks. I’m planning on having my players meet Bahamut in his human form and he sends them to protect his final followers, which happen to be in Vogler.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
I once tried collaborating on a number of different projects - and have found, typically someone (and it's not always the other persons, can be me) - often will have scheduling conflicts, busy schedule, etc., which can grind things to an absolute halt when you're own imagination is on fire. There's a recent example, of a D&D by DM/PM (whatever you wanna call it) where I came up with a town and some NPCs, and handed it off to another (who is in this thread also, so they will know). Their schedule has been completely hectic - and it's been now, over two months?, since I've heard anything back. It's been so long, that the flame for even adding more to it, has completely perished for myself for that little side thing. (And rest assured, this is NO big deal in this case - just an example of a recent time where myself and someone else tried to hammer something out and it perished).
Another time, I have a web series called Neverending Nights - (I think it's linked in my signature) - and I had a co-writer in the first season. I then wrote the entire second season, handed it to him, and he added/suggested some lines and jokes - but it was like 2 months after I handed it to him. When we did the third season, his own life was so busy and complicated that he couldn't commit to it - so I wrote the whole third season and just had him voice the lines I needed from him.
There's some stories I've written with my good friend, Lindsay, and we usually get pretty far in these stories - and really, these are each of us adding to a story, passing it back, they add, pass it back - and we just build this story with a very general plot idea for the main story - and just force one another to be creative on the spot never knowing what the other person is going to hand us. Some of those stories went on for years and years and years - and turned out quite large. I think she even took one of them and edited it more sensibly and wanted to do something with it (though I don't know if she ever has).
For my D&D homebrew - I am, admittedly, too much of a control freak. Because I have all these stories and plotlines, and how these things all connect, and how this type of monster came to exist, and how giants work in my world, and lore of gods, and dragons, and all that. So for my homebrew D&D stuff for my own campaign... I am way too much of a control freak. I will always be the first to admit that.
Now that said, sometimes pairing up creates perfection. For example, Margaret Weis & Tracy Hickman together - make astonishing books (Dragonlance, Dragonships, Darksword, Death Gate... I am just noticing they all start with "D"....) However, separate - I don't think they're as strong. Margaret's writing solo, is very, very good - but there's something missing. And Tracy's writing solo is very, very, very technical - and needs to (in my opinion) be softened up. However, the two of them together are my dream team for writers.
So I think it all really depends on your partner(s) and their schedule.
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
I usually act in an assistive capacity. Like, someone reaches out and says "hey, are you up for making X?" and then I go an make X.
It is extremely difficult to do when working on my own projects, though, so been a while.
My biggest hurdle is usually found in approach and philosophy. For example, I would be horrible for any of those projects, lol. I don't operate within the WotC worldscapes. Best I can do is stuff like identify the distinction point between the mechanical, design, and lore goals and then provide advice on mechanics, because my design goals are far too 1e/2e influenced for a lot of folks.
I'm still farting aorud with a system to expand a Bastion system to cover a settlement structure, and having some fits around reductive system design to make it work with 5e style simplification and not overburden the bastion system.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
I would love to work with someone on homebrew. I have had experience working on creative projects with a group and I have found it to be great. Two heads are better than one after all. Unfortunately, I don’t have a group that would be interested in or have the time for a team project. I also have a ton of projects I am working on right now so it probably wouldn’t be wise for me to try to start a whole new thing.
Those projects you are working on look awesome. Let us know when you are finished with them.
Right now I am working on a one-shot to use for a roommate who hasn’t played DnD yet, a mini-campaign related to bees, brainstorming entries for CotFB, and thinking about a one-shot that involves a lot of pottery. None of those are large scale things like the books you’re working on, but that is because I am prioritizing the comic I’m writing (which is a group project) over DnD. Our goal is to submit the first issue to a comic publisher before Christmas but I’m also writing the third issue, planning up to the seventh, and proofreading the art for the second. I‘m keeping busy.
Almost constantly. I’m just about always helping someone with their homebrew, or rewriting something for someone, or creating something someone has requested. And when working on my own stuff I always run it past a few people and playtesters before releasing anything anywhere.
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Scheduling is a nightmare, isn't it. That's probably why I've never collaboratively DM'd. And I sympathize with you over being a control freak. At least a handful of the homebrews I've cooked up are original ideas, and I balk a little bit when people, even constructively, suggest alterations that conflict with my imagination.
Just to clarify, when you say you don't operate in WotC worldscapes, do you mean the setting or the design pathos or something else? I'm also interested in how you perceive the design goal difference between 1e-2e and later editions. I started playing near the time of the transition from 3e to 3.5, so I missed some of the glory days.
Hah, those projects of mine are on the production time scale of years, and I wouldn't be surprised if I never got them finished. Best of luck with your comic. What is the genre, if you don't mind my asking? Also if you have any ideas rattling around for the CotFB, I'd be happy to lend some opinions.
You're good at what you do. Feel free to run ideas by me if you need another pair of brain cells.
Thank you. That means a lot to me. I’ll definitely run some stuff past you.
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As a note, the sme one else was me.
It me.
To your questions:
1 - it is a hard and a soft line. I don't work in the space around the Dragonlance Forgotten Realms, et al worlds, which more or less immediately includes the monsters and so the main bad guys. It isn't just WotC, either -- I had the same problem with the older D&D worlds. Anything Lore based needs to fit into a world. I would be better suited to do something like Stirxhaven or Dragonlance than Eberron or Forgotten Realms, because there is more precise stuff to build on in them. But, in any case, I would have to learn the lore of any of them to really be of value, so it is easier to work on agnostic or mostly agnostic system mechanics that to do anything with flavor. The hard part comes when you realize most mechanics are based in some aspect of lore (because lore is culture and social systems, and influences the way you deine some stuff).
2 - Design goals, well, I can work on goals I don't agree with, and I am usually pretty sharp and figuring out what is wanted from existing stuff -- but I am also always going to start from what we know and then re-apply it to the setting. FOr example let's say that someone asked me to do an economic related element -- for D&D, a gp is equal to a dollar, basically. If you know that, you know a loaf of bread costs 50 cents or 2 bucks, and so you can start to scale systems around that. But it still starts from a real world analog, and then you have to look at the design goal -- in some cases that goal will be "hew very close to Earth normal for the 1400's", and that gp = a buck won't fly in such a system. But if the system is also more abstract, then you have to approach it from a more "barter" based structure, where value systems are going to be more dependent on the relative needs. How does one take a complex set of figures like population turnover and loss, with events and challenges, and reduce that to a 5e style simple basis? It helps to understand the basics of that complex system so you can start, and then you have to look at the needs -- the same system might work across multiple game settings, but a post apoc will have a different standard of change than a 500 BCE, 1000 CE, or 1600 CE period would. One of my fellow Dms says I come at things from "know it to rule on it".
3 -- 1e/2e's primary design goals were quite different (in part a function of the changeover in general leadership within TSR in those days) -- 1e was a DM's game that was very specifically focused on providing a small scale battle simulation with magic and monsters. That's what Gygax and Arneson really understood, and that's why there can be so much incredibly nit and grit and crunch in the game for seemingly minor things. 1e was much more Archetypal, more rigid in terms of design, and very much created with an eye to the needs of the DM (even the Basic sets had that design goal, though it was far more pronounced in AD&D).
2e was the first shift towards two things: a move away from European Dark Ages as understood at the time and a slight shift towards player centric design (especially in the later stages of 2e). But also, they really shifted away then from thinking in terms of miniatures, and learned from several of the modules like Strahd and Dragonlance and the GDQ and A series (Slavers and Drow) that folks wanted more in depth, more involved things. Cook has a very different outlook on role playing that Gygax ever had, and was closer to Arneson's take on things, which then became the driving force that gave rise to the massive explosion for 3e/3.5 era.had 2e stepped around the the problem of the ornate combat system that was a carryover from 1e (and, in turn, was a carry over from unit type approaches in miniature wargaming -- each class had its own to hit table, for example) it would have been very interesting.
2e found a way to incorporate skills (proficiencies) which at the time were considered an oppositional approach to the class system. They gave more classes for the first time and refined the core concept of class (the entire class system of 5e still owes a debt to the 2e approach to using archetypes and sub-classes) and 2e used Proficiencies initially to give that "make your fighter different from other fighters" kind of design goal. It really was a marvel, and was so different from 1e in terms of clarity and reduction of so much bullshit that it really boosted the game. Nearly everything that 2e made as a strong part of the game was ultimately derived from something the community had contributed (mostly through Dragon and Dungeon Magazines) or from the Modules that had been released and were wildly successful in 1e.
While development of 3.0 started prior to the Wizards buyout, it was then more about taking all the chapbooks they had done at the tail end of 2.0 and making them agree with each other -- a rules cleanup. That expanded under the new team, who had a very different focus that came out of how they had approached the game (these are the people who turned their D&D game into some little thing called Magic: The Gathering, after all). For them it was a wholly different approach that started out rules heavy, then became 'well, this is just way too complicated, but everyone likes it..." It was 3e, as well, that a real "design ethos" appeared -- matching much of the overall experience in the broader community around what a good game design looked like.
The initial 3.0 release was meant to continue the approach they had started with the late 2e stuff -- sell the players all the choices.They really made the shift to player centric stuff then, and so when folks complain about power creep, there is a bit of a chuckle, because it *started* in 2e. 30 years later, and calling them super heroes is pretty much an expectation. And that all leads me to the biggest part of the design goal difference:
1e (AD&D) was meant to teach DMs how to DM.
2e was meant to show folks how to take those things in 1e and make more creative uses of them while also meeting the growing need of all the Players those DMs had taught to play.
beyond those basic things, it wasn't all that big a deal in 1e/2e because no one really had design goals at that time beyond "make a game that was fun to play". By the time 2e came out, there were hundreds of "new games" to try, that had never existed when 1e came out. Things like this weird super hero game called Champions. Or those weird people who did an end run around everybody and put out the Middle Earth Roleplaying game. Or another dozen whose development really set into action a lot of changes that are pretty much taken as simple today but were utterly novel then -- skill systems were still new. Point buy was heretical. Licensed IP was a rage.
I mean, in 1980, you still had to buy your dice not as sets but as individual dice, because they were really hard to find. You could snag d6 from a yahtzee game, but you had to go and find a d20. Game design in 1981 was focused on making sure that when you made a table you remembered to bunch the most common results in the middle.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
My comic would probably be considered gothic/folk horror but it feels weird to call it that. It is very similar to Hellboy in many aspects.
With CotFB, I am thinking about turning Hans-My-Hedgehog into an NPC for the interactive options.
Just finished listening to the new Playtest video, and was laughing my hind end off because of the bit at the end around conjurations and summonings.
For several "in-world" reasons, chiefly the notion that summoning is always a ritual and is always doing something to another being that is oppositional to their will, summoning on Wyrlde is a problem.
In addition, all conjurations became "evocations", for similar reasons. Much of this has to do with the way that Rangers and Shamans occupy different aspects of Druids, and with the nature of the shaman's use of spirit creatures and the way that Spirits of the World operate.
And I laughed because while I haven't looked yet, the underlying philosophy and approach is exactly what I did with Shaman's and the world spirits in my setting. Shaman's are going to be a very interesting class now, lol.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
That’s funny. I always thought of it that “summoning” involved creatures whereas “conjuring” involved objects. Like, you “summon” a wolf to attack your foes, but you “conjure” a spectral weapon or shield or whatever.
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