Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Monday, December 22, 2014

Maps – The Stave Church

Last week, I did a quick drawing of a Norse-themed building. 

Today, for the winter solstice, I knocked out a floor plan for a fantasy-themed stave church. When sketching this church, I imagined that the parishioners are followers of a river goddess and that the church is very old. 


From the exterior, this church would appear to be several stories high, but the interior shows a largely, airy nave. The church is orientated to the north and is a mirror of a river to the west of the church. Most rivers do not flow north, so this one is special. 

Tuesday, October 14, 2014

Reshare – Billiam Brabble and Inked Adventures

Reshare my butt… this is a total post theft.
Billiam Babble on Google +, posted about Inked Adventures, a set of 3d paper dungeon morphs. These sets are available on DriveThru RPG and retail for less than $10.00 a set. In many cases, much less than 10 bucks. You can also check out Inked Adventures link above for free items, support, and errata.
What a deal for a creative and easy way to enhance your dungeon crawl.
For the record, my payday is Friday so sadly I have to wait to order my set.

Friday, March 1, 2013

The One McGuffin

In RPGs, magic can be problematic, even chaos-inducing. A DM must carefully consider each and every spell and trinket given to the characters, otherwise he or she will break the campaign. The lesser magics are troublesome sometimes, but it is relatively easy to adjust for them. Let’s face it, DM’s can’t and won’t think of everything, every time.

Sometimes you just have to let things play out and laugh at the mistake. However, I blame many bad endings on The One McGuffin getting loose.

A McGuffin is a device to further the plot. It has no other function and DM’s are well advised not to create and define an item so that it is both a solution and closure to the campaign storyline.

In AD&D, artifacts were vastly overpowered magic items that really should have been left undescribed. Instead, they were tacked on the end of the magic item list, as if they were a viable option.

There is a temptation for all DM’s to use The One McGuffin as a solution to wrap up the scenario. Never, repeat, never allow characters to use an evil item for good. First, it doesn’t make sense for good to use evil for good ends. Second, as a wise man once said, “Power corrupts and absolute power is really, really neat.”

The second pen hits paper and the McGuffin is clearly defined, somewhere deep down inside, you have decided the magic needs to be used. In all cases, this is very much a Deus ex-Machina story ending. If you build the characters up to the pinnacle of power, yet even from that great height, they can’t make a good ending of their own, what is the point?

Beware of The One McGuffin.

Tuesday, January 22, 2013

The Random Wizard


Anyone who has DM’ed a campaign has partnered the characters with a random wizard to save their bacon if things go south.

I had no idea that Random Wizards existed in real life, but here’s one. His latest post brings back classic D&D modules with news on the latest offerings from RPGnow. 

(2024 Update - This website is long gone, but thanks to the Wayback Machine, you can still access some of the content.)