Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Thursday, April 14, 2011

Content - Arcane Magic in the Divine Lands

Looking for more Divine Lands content?  I found some!  It was in my head.  No idea why I put it there (silly, silly place to keep things), but at least I found it.
Click here to download the Arcane classes file!

Many campaign settings treat magic with its own particular flavor.  In some places magic might be addictive, to be used sparingly at the risk of losing oneself to it.  In some realms magic is tightly controlled, specific to particular orders which govern the accepted uses of magic and the methods by which one achieves the ability to wield that magic.  In some realms, magic is even seen as being so dangerous that anyone who wields it must be kept safely away from the rest of the world, lest they pose a nigh-unstoppable danger to innocent lives.  There are still even more ways in which magic is treated throughout a great many types of action fantasy campaign settings; I just happened to list those three ideas because they are found within three of my particular favorite realms.  However, be any of that as it may, we are here to discuss how magic works in Esaria.

Magic in my campaign setting is a terrible force, both for those who anger magic users and for the magic users themselves.  It's incredibly powerful, and it was never intended for mortal use; not forbidden, just not intended that mortals would ever think to start using it.  Mortals, however, are power hungry and ambitious.  They couldn't pass up this tremendous power.  With it, they are capable of doing amazing things, forging and crushing whole kingdoms, but they do so at the risk of their own lives.  Casting a spell wrong could result in rupturing your spleen, or spontaneously shattering your thigh bone, as magic that you were never intended to use goes flowing through your body haphazardly.  Hell, you can even get in trouble by being too good.  Try to use too much magic, and you'll overtax your poor mortal body just as badly as if you had cast the spell wrong (though, in that case, whoever you cast the spell on is much more dead than they would normally be).

There are several different unique aspects to the way magic works in my realm, and that is only one of them.  I hope you enjoy this document, and I can't wait to show you more of my setting!

So, again, arcane classes in the Divine Lands!  Download them here!


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Thursday, April 07, 2011

Content - Trolls!

They piss you off, they bait the forums, they slaughter villages, they're trolls!

Okay, so they don't bait forums.  At least, not that I know of.

The trolls of my setting are something of which I have always been particularly fond.  In many settings trolls have usually been ugly, stupid, clumsy, disgusting, or any combination thereof.  I wanted the trolls of my setting to be things of adventurers' nightmares, and I have always striven to make them so when I include them in the campaigns I run.  In particular, I remember one adventure in which I pitted my poor players against a troll who was far, far above their level.  This was a mean trick on my part, to be sure, but dammit I did provide them with whole barrels of oil and functional lamps with which to burn him down.  It's not my fault they didn't search the area before they went charging on with the adventure!  In fact, if I remember correctly, the group actually searched every bit of the village except where I had placed the oil and lanterns.  The difficulty of that fight was so very much not my fault.

So, again, trolls!  I hope they make a big mess of your adventuring party.  (Not in a malicious way though.)  (Much.)


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Saturday, March 19, 2011

Content - Serkethians

Serkethians in the Divine Lands.  Enjoy!

Well, here's a new entry, and it's only 23 days late.  Yes, I've been busy at my bill-paying-activity.  Yes, I've been playing Dragon Age 2.  Yes, I've been playing Champions Online.  Yet my only possible excuse is that I am monumentally, unforgivably lazy.  I could have slept less.  Hell, I should have slept less.  I also could have put down my games for fifteen minutes and gotten this done, since I knew damn well it was what I was going to do.  Anyway, here it finally is.

I need to buckle my ass down and post these things more reliably.

Once again, I present to you...serkethians!


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Thursday, February 24, 2011

Content - Dark Gnomes and Goblins

Dark gnomes and goblins in the Divine Lands.  Read, enjoy, and use them in your campaign!

I had originally intended to publish my campaign setting once everything was complete.  This, however, is taking much longer than it ever should, for many reasons.  For one thing I'm lazy; video games and teh intarwebz take up massive amounts of my time (admittedly because I let them, because...I'm lazy).

For another thing I keep restarting the project, as I tend to do with most of the things I'm working on.  Every time I come up with a good idea in game design, I develop it and things go nicely, but then sometime later in development I come up with a way to do things better.  So inevitably I restart the whole project.  Now granted, each successive iteration is genuinely better than the last.  But...for fuck's sake I'll never finish if I keep restarting!  I need to learn to stick with what I've got, and save good ideas for later.

Finally, the primary reason this is taking forever is that genuine world building is a fucking monumental task.  I am developing not just races, but the cultures that they form, the interactions of those cultures with others, the history of the race and its connections to the histories of other races or specific regions.  I have to develop so goddamn much stuff that making a dent in the broad project as a whole is simply a time consuming endeavor that normally takes whole groups of people to complete.  So, silly me, I've decided to do it all myself.

Be any of that as it may, however, I have decided to start releasing bits of this campaign setting at a time.  I figure that, since I am working on publishing actual fiction soon on lulu, I can use that as my baseline.  Each story of the upcoming series of publications is going to showcase one of the races, cultures, or other aspects of my setting.  So, in line with that, I will begin posting the game material related to those races, cultures, and other aspects here on my blog.  It's all for free, as the crunchy rules side of my setting was always intended to be.

So, as stated, here is the first bit.  Dark gnomes and the goblins they have horrifically enslaved.  Enjoy!

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Thursday, February 10, 2011

Content - Pariah House Rules

Here, I present the Pariah Houserules for 4th Edition Dungeons & Dragons.

Yes, I realize that I've been posting a lot of D&D stuff lately.  Fact of the matter is, I like D&D.  I like game design, and I spend a lot of time working on various elements for the D&D ruleset that I want to share with people.  So, since I have this place to do so, I'm doing so.

Every gaming group has their own set of houserules.  Every player has things they like to be different, and every DM has preferences in regards to various portions of any given ruleset.  I don't expect everyone, or even anyone, to embrace my houserules whole-heartedly.  Rather, I present these simply with the hope that at least a few people will find at least a few of these ideas useful in their own campaigns.

These are a set of houserules developed, over time, by my current D&D group.  They have been built by the group as a whole, and they are used whenever I DM.  Keep in mind that the presentation is rather bare-bones, and the file was built to be used as an internal document.  I only, on a whim, decided to post these rules here, so I slapped some credits on the end and here they are for your enjoyment.

So, again, here for you are the Pariah Houserules.

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Thursday, February 03, 2011

Content - Realm Walker

Here, I present the Realm Walker.

Among my favorite additions to D&D in the 4th Edition was the concept of epic destinies.  On one hand I enjoy most of the game mechanics introduced by the various epic destinies.  However on the other hand, and this is the more important aspect, I think epic destinies are very much an encouragement to role-play.  They provide a few bonuses, one extra power, and a really fun feature at 30th level that usually makes gameplay fun and over-the-top as epic play should be (though, honestly, some of them are kind of silly).

Yet it is the immortality portion of each epic destiny that I most often read.  Even when I find myself uninterested in a particular destiny, whether because the idea itself doesn't immediately appeal to me or because it's tied to a class or race that I'm not terribly excited about, I almost always read the bit specifying the attainment of immortality.  These almost always have nothing to do with any dice rolls, or even stats of any kind.  They are, instead, ideas for how to role-play your character's hard rise to one form of immortality or another.  Moreover, each form of immortality (barring a few exceptions) tends to be interesting and fun.

I have a few epic destinies unique to my campaign setting, but one that I think fits anywhere.  In fact, its entire premise is one that is designed specifically to fit into all campaign settings and be specific to none.  So, as already linked at the top of this blog, I present the Realm Walker in PDF form.

Also, the document itself uses an image that I think fits the theme rather nicely.  It's a lovely piece by an artist named Joe Wilson who was nice enough to let me make use of his work.  I linked to his Deviant Art page in the file, but I thought I should do so here as well.  He's pretty good, please check him out!

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Thursday, January 20, 2011

Content - Atravos, Terror of the Duskmoore

I realize it's been some time since I posted anything on my blog, but that is not without reason.  On one hand, I have been putting in many extra hours at my actual pays-the-bills-for-now job.  More importantly, there are several projects I've been working on, each of which keeps me busy in its own right.  These projects are the important part, more important in many respects than the job that pays my bills.  As a brief rundown, I'm working on:

  • A publication called Beginnings: Part 1.  This consists three short stories about characters in the Divine Lands setting.  At present the work is nearly finished, I'm just waiting for some editing input and some cover art (which looks gorgeous so far, and it's not even done).  Two of the stories in my blog, Mechises and Janon, make up the bulk of this project.  I realize this is kind of lame, but in all honesty I never thought I'd be publishing those stories, and it seems bad form to take them down now just to ask people to pay for them.  After some thought, I've decided I'm just going to make the work super cheap.  Win for you!
  • The second project I'm working on is a pointless just-because bit of game design.  I am a fan of the Warcraft setting in its many forms, and I love the whole story.  So, just because I like making things, I am building the first level of the Warcraft 1 orc campaign using the Warcraft 3 engine.  If there's enough response (read: any response at all), I might even continue the project.
  • Finally I am working on a collection of YouTube videos.  These range from readings of the history of my setting, to silly sketch comedy.  Completion of these might be a bit down the road, but they're coming.

The main purpose of this post, however, is to present to you a document that I worked on for the last day or so. It's nothing much in the way of fiction, but it should be interesting to anyone who likes game stats.  The dragon Atravos is a character in the Divine Lands campaign setting.  He's not among the more important characters, but he does play his role and I am fond of the vicious beast.  So, as an exercise in comparative game design, I built his stats in three different editions of D&D.

If you're interested, feel free to download.  It's a simple PDF, nothing special, but hopefully someone out there will find it as interesting as I do.

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Tuesday, August 31, 2010

Rambling - Dancing With Endful Machinations

Fake Shepard isn't as badass as my Samantha Shepard.
But she'll do for now.

If everything goes right, then eventually everything will change.

Whether incrementally, as is the norm of things from what I can tell, or as an aberrant massive sweeping change or series of changes, everything will eventually be different.  On a long enough timeline, nothing is recognizable.  Why people seem to fight this baffles me on a regular basis, even as I occasionally find myself guilty of such stupidity.  Change is the true unstoppable force, and this particular linear meat sack is as yet incapable of imagining the immovable object that might contrast it.  It has been said that death comes to all things, but even death would not come but that it is carried on the wings of change.  Or do they just fly together?

Regardless, it comes to everything, and in some places I want it to arrive sooner even as I lament the loss of what once was.  As an example; tabletop RPGs.  On the one hand, I am very much a loving fan of books in their physical form.  I love holding a book; the tactile feel to me brings to mind thoughts of wizards' tomes (and, given my cherished nickname of "wizard," and my favorite class having always been the spellcaster, I am fond of these thoughts).  I love the smell of old books; it puts me in the mood of history, and the older the book the more pleasant the feeling.  I love the sight of a well-stocked library; it feels to me like the physical manifestation of knowledge.  I fully believe that tabletop RPGs must leave books behind.

I will miss books, don't get me wrong.  Terribly.  Yet I do not think they can give our hobby the adaptability and flexible power that is offered by the online format.  The most obvious example of this shortcoming comes in the form of updates or errata, a thing with which many gamers who like to play the most up-to-date versions of our favorite games are very familiar.  Many gamers are, I am quite sure, very happy to buy their core books and play that game as it is for quite some time.  Others however, and I am among them, quickly jump upon each update and errata posted and apply them to our existing campaigns as we go.

These updates can be a pain, as they are rarely ever added to future publications of a game's core rulebook.  Even if and when they are, purchasing new copies of the rulebooks we already have is onerous at best and a waste of money from any viewpoint.  What's more, implementing these changes can be aggravating, as it involves either constantly flipping to the updates document and contrasting it with the core rules to find changes, or taking the time to scribble notes throughout the core books (or at the very least leave marks indicating a particular rule or element has been changed).

Much more significant than rules updates however, are genuine rules changes.  Fundamental changes to a game system are inevitable; as the players discover flaws, loopholes, or weak points in the rules that no game designer can ever anticipate; as the game's design philosophy changes, matures, or undergoes revision; or as any other event brings about a significant change in a rules system (which is inevitable, and usually for the better), owning a previous version of a game's core rules book or books becomes a bit of an issue.

It has been said by some that any significant change in a rules system (whether a fundamental change like 3.5 or Essentials, or a full-on system reboot that is a new edition) renders the previous books obsolete, useless, or other more colorful terms.  While I wholeheartedly disagree with such an assessment (in fact, I recently played a 2nd Edition AD&D game, and had a blast), I can definitely share the frustration of being forced to buy yet another set of books if I want to keep playing with the most recent version of a rules system.  That shit gets expensive, and most gamers aren't rich.  Yet from a business perspective, the purchase of books is of course the most important thing any gamer can possibly do (thus facilitating yet another reason that rules system changes and edition changes come about).

All of this--the problems caused by updates, the expense and occasional frustration of fundamental changes or new editions, and the inevitability of each of these occurrences--leads me to the conclusion that the printed format is just something that the tabletop RPG hobby should move beyond.  Much like hit points and experience points (both of which are things I believe the hobby has matured enough to leave behind), I believe printed books are something that will only hold the hobby back if we do not actively choose to move forward.

Obviously, Wizards of the Coast has taken a great step with D&DI.  I believe this can and should be taken further, however; much further.  I envision a tabletop game released entirely via software that can be downloaded (or of course purchased on disc if someone is really tied to physical media), and accessed by paying monthly fees.  These fees can be extremely small (smaller than even those for D&DI), and supported by a system of micro-payments similar to those that are becoming ever-more popular among most console and computer games.  Updates could be made in real-time, new sourcebooks could be released and downloaded without any hassle, fundamental changes and edition changes can be applied without any fuss or replacement of previously purchased books, and everything moves along smoothly.  Hell, off the top of my head it would even be possible to enable user preferences such as "I want to look at the 2nd Edition rules today, not the 3rd Edition rules," or "I only want to reference material from these select sources."

This is my pipe dream, and something I hope to do with my own game system one day in the future.  I just felt like talking about it to you, my throng of beloved readers.
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Monday, August 23, 2010

Rambling - Giving Promised Gaming Sanctions

Lovely Knight - Cleavage Armor
(Follow the link on the pic)
As hopefully known by those who are close to me, I generally make a conscious effort to embrace change and support new things.  Normally, I don't even have to make that conscious effort, as I am a genuine fan of things that are new and events that bring change.  As my gaming group would hopefully be able to tell you, this extends most powerfully into my love of tabletop RPGs.

I grew up playing 2nd Edition AD&D, and it was incredible fun.  Samus the barbarian and Aerial Teshlin the wild mage were two characters from that era who still hold places in my dark little heart.  Aerial, for that matter, maintains a prominent role in my own fantasy setting.  THAC0 and negative AC values still bring me fond chuckles, and I even ran a 2nd Edition game recently for two people who never got to experience it.

Yet when 3rd Edition D&D came, I was excited and I embraced it.  My excitement was not misplaced, as the new edition was versatile, intricate, and just as fun as any of the games I'd had in the old days.  The staggering changes were readily apparent; reversal of AC values, change from THAC0 to Base Attack Bonus, the addition of feats, and the creation of a skill system are easy and readily apparent changes.  These were so significant that, while translatable to 2nd Edition, their inclusion rendered the new books into a truly new edition.  It was fun, and I embraced it whole-heartedly by devouring as many books as I could get my hands on.

Later, there came this strange 3.5 thing.  At first, I admit to a little confusion.  Was this a new edition?  Was it a simply reprinting to include errata?  After a brief perusal at my local game shop, I quickly came to realize that this new publication was exactly what it advertised to be; 3rd Edition plus.  The changes were fundamental and significant, but not staggering.  The alteration of class features were a change to the way the game played, the inclusion of weapon damages by the size of the wielder altered the way many characters worked, the functionality of damage reduction changed the face of combat.  These changes and more meant that the game now functioned in a different way...yet all the rules were in every sense compatible with the previous 3rd Edition publications.  One could (and we often did) lift something from 3rd Edition and plunk it down in our 3.5 games with only the most minimal effort.  I was happy, and I embraced the change by devouring every book I possibly could.

Then, came the latest change in the form of 4th Edition D&D.  I watched the development of the newest edition as closely as I could (being an industry outsider), and I grew more excited with every morsel of information.  Once the books were finally released, my excitement was palpable and it was not without cause.  The new edition is amazing, and I thoroughly enjoy it.  Heroes are heroes from the get-go, everyone has something to do in a fight at all times (magic users don't end up standing there with nothing to do), non-magic users have interesting things to do (they don't get outshone by magic users anymore), and in general everyone can have fun through the whole of an adventure.  My gaming group dove into the new edition, and barring social and geographical shifting since then we've been playing steadily ever since.

Coming down the pipeline, something that is causing as much consternation among the D&D fanbase as any of the previous bits I listed, are the D&D Essentials books.  I will admit that I am not entirely happy about this.  The mere mention of the Essentials line actually makes my stomach twinge just a little.  My roommate constantly shouts the praises of Essentials from the mountaintops, and I am occasionally forced to ask him to be quiet about it just to give myself a break of peace.  That being said, I have no problems with Essentials.  My problem is that WOTC won't just admit the truth.

Essentials is D&D 4.5.

It is!  You can't deny it!  Fundamental and significant changes, but not staggering changes.  This will still be 4th Edition, but it will be as different from 4E as 3.5 was from 3rd Edition.  Fundamental changes to the way the core classes work, alterations to some of the most basic feats, new inclusions to the way magic items are categorized; all of these represent changes that push the edition forward without changing it.  There is nothing wrong with it!  I am excited for the changes!  The new rules for classifying magic items in particular sound fun to me and seem to make sense.  I am really excited about the return of the schools of magic (wizard has been and always will be my favorite class).  I am glad the core classes will be getting upgrades to the current standards of class design.  Every single bit of Essentials--thus far--sounds good to me.

I just wish WOTC would admit it.

On one hand I genuinely do understand that they kind of painted themselves into a corner when they released 4th Edition.  I seem to remember there being many very clear, loud, repeated declarations that "there will never be a 4.5."  I didn't entirely buy that at the time, in fact many people didn't, yet now WOTC has a problem on their hands.  If they come out and admit that Essentials is 4.5, they'll have a wave of fans descend upon the forums calling them liars and frauds, bitching and complaining about how "all the books I bought are worthless now," and other such ridiculousness as was spouted upon the release of 4E itself.

The problem is, those people will always be there.  Perhaps not those specific individuals, but there would be other people filling the role of "angry dissenters."  There will always be angry dissenters.  I'm sure that somewhere out there can be found a mathematical formula to determine the percentage of a fanbase that will be put off by a change to the medium of which they are fans, and I'd love to find it.  If you change too many things, you'll piss off some of your fans.  If you change nothing, you'll piss off some of your fans.  I just find myself annoyed that WOTC chose to listen to the specific group of fans that subsequently frightened them into saying "there will never be a 4.5."  Because now look where we are.

"Hey look, here's the Essentials line!  It's as significant and fundamental a change to the game as 3.5 was, but it isn't 4.5, we swear!  It's just...a significant and fundamental change.  That's all."

I'm going to buy the books.  I'm going to support my beloved hobby.  I just wish WOTC would admit it.
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