The Evils of Exposition Ex Machina in D&D and Other Roleplaying Games
It would be be completely understandable if you don’t understand what I mean by Exposition ex Machina. It’s a derivative phrase I’ve personally been using for a very long time, but it’s by no means commonly used. It’s derived by the very old ancient Greek theater term, Deus ex Machina, which is translated as “god from the machine.” (Critical Role fans might be interested to note that Vox Machina is literally “voice machine.”)
In modern usage, a deus ex machina is a narrative device where an outside force abruptly saves the day, which is mostly used when the protagonists are bound by an impossible to escape scenario. To me, it’s one of the most abhorrent plot devices, and easily the laziest. That’s generally the implication when I use a term followed with “ex machina.” It’s a mechanical, forced plot device.
D&D Worldbuilding – Getting Players to Help with RPG Creation
Over on the Nerdarchy YouTube channel, there’s a whole playlist of videos devoted to tips, advice and insight for worldbuilding. Creating a setting for your fifth edition Dungeons & Dragons campaign – or any tabletop RPG – is an exciting part of the game for many players. Even if you use an established setting like Forgotten Realms, Greyhawk, Dragonlance or Dark Sun, the people, places and events in your game shape the shared imaginative space and make it unique.
D&D Dragonborn Illustrate Why the Reason Why Matters
The inclusion of breasts on dragonborn in Dungeons & Dragons is a subject that I’ve noticed come up on occasion. I’m aware that it’s a thing that was included in fourth edition D&D dragonborn, but they’ve since been removed from fifth edition D&D. This is official canon, coming straight from the mouth of the developers themselves:
I get asked this question a lot. Female dragonborn don't have boobs in 5th edition. #wotcstaff https://t.co/GJ5jlV3FGl
— Christopher Pumpkins 🎃 (@ChrisPerkinsDnD) August 22, 2017
New DM Handbook: Rethinking Firearms
No, this isn’t a conversation about gun control. This is about introducing and including modern firearms into your Dungeons & Dragons campaign from the Dungeon Master’s Guide (264). With some help from Ty Johnston, who graciously aided me in my implementation for this article with his thoughtful insights and suggestions, I have something I think can be integrated into any campaign that wouldn’t explicitly forbid it by the nature of the world. I’ll go into further detail later when I’m going to be talking about ammunition, but gunpowder doesn’t even need to be introduced into your world to make it work. Artificers could infuse a cantrip-level spell of thunderwave, which we’ll call thunderblast, that can be activated by a mechanic in the firearm itself, which would then propel the ammunition without the need of gunpowder.
New DM Handbook: In-Game Games
It’s been a long time since I’ve talked about fully theoretical implementations. There are some things that have been based on observations, general concepts, tropes, and other literary tools, but it’s been a long time since I’ve talked about something I’ve absolutely nothing to base my ideas on. That’s what I plan on doing. I’ve set up the groundwork for my players for the future, but I haven’t had a chance to implement it.
Today, I’m going to be talking about in-game games. I can’t be sure how often they get used in most campaigns, but being that the way the game’s solution for contests is to roll ability checks against each other (PHB 174), I can’t imagine that it happens all that much. The biggest problem with this, of course, is that players that have some form of gaming set as a tool proficiency are now being penalized against the other more useful ones, which is where my solution comes in.
New DM Handbook: My Bag of Holding
D&D Beyond has been on my mind as much as I can afford, as any English major in his senior year can. I recently had a conversation with Scott Garibay about it, too. I can’t afford to do a lot, because I have so much on my plate right now, but I’m really excited by what it’s going to mean. Don’t get me wrong, I think what they’re doing already is good. It’s a useful tool that’s a very efficient version of a lot of things already out there. I know we’re only at the first stage of the beta, and there’s a lot more to come, but that’s the part I’m looking forward to. As it stands, there aren’t really any solutions out there that I like.
New DM Handbook: A Fistful of Rules
There have been a number of little topics that I’ve been meaning to talk about, but none of them are big enough to warrant their own article, so I’ve decided to compile them here.
New DM Handbook: Pirate’s Cove (My Tutorial Quest)
A couple of months ago, I laid out an article about the usefulness of a tutorial quest for new players. I’ve since referenced it a number of times in other articles, but I haven’t talked about the results, which I promised to do after finishing the quest with my party. A promise that I haven’t yet kept until now, mostly because there have been other articles that were more pressing or more relevant, for the moment. Especially in the light of my article last week about starting your adventure, which included the mistakes I made, now is the perfect time to share the tutorial quest I made, how things went, what I would do differently, and the overall lessons I learned.
New DM Handbook: Starting Your Adventure
As of this writing, about 10 days ago The DMG Info shared a video with Nerdarchy about starting your adventure, and how you’re doing it wrong. A week later, Nerdarchists Dave and Ted posted a response video. Today, in a bout of Nerdception, I want to give my thoughts about the subject as a whole, as well as drill down the subject to my experience with my new players.
New DM Handbook: The Rival Party
From Beowulf vs Breca, Muhammed Ali vs Joe Frazier, Maverick vs Iceman, Marvel vs DC, Bill Gates vs Steve Jobs, and Gary Oak vs Ash Ketchum, rivalries have been an integral part of history and culture from the beginning of civilization. They drive and fuel us to do better. To be better.
Rivals aren’t just opponents to be vanquished. They’re the measuring stick by which we compare ourselves. Pepsi doesn’t compare itself against Shasta. It competes with Coca-Cola. In turn, the Dr Pepper Snapple Group may aspire to be in competition with Pepsi and Coca-Cola, but being that both companies have no problem sharing space with Dr Pepper products, it’s obvious that they aren’t.
New DM Handbook: Adventuring Guild Agencies
Earlier this week, the Nerdarchist Primes did a video on good practices for using adventuring guilds. It made me think of something I’m putting together for my world: Adventuring Guild Agencies. I know it sounds really weird, but I would best describe it as a cross between an adventuring guild and a talent agency. It’s a place more than an adventuring guild hall. More importantly, adventuring guild agencies can provide the GM and the players with significantly more tools in their game.
New DM Handbook: Starting gaming in Adulthood
At first, I wasn’t going to write this article because Doug, one of our newest writers, coincidentally wrote an excellent piece this week talking a lot about a lot of the same things I was going to before I could. Seriously, if you haven’t checked it out, read it now. It’s a very well written article. However, I eventually realized there are actually a few different experiences that we’re going to have by pure virtue of when we’re starting playing Dungeons & Dragons. Enough that I think it’s worth an addendum.
New DM Handbook: Explain Your Actions
I can’t speak for experienced players, being that my only experience is with new players, but if the show Critical Role is any indication, then it likely applies to everyone. As the Dungeon Master, you have to play the role of enemy creatures and NPCs, which means thinking like them. Your decisions have to reflect the decisions they would make. That means making a lot of unpopular decisions.
New DM Handbook: Let Your Players Inspire Your World
This article is going to largely stem from my experiences when adjusting to my Platinum Dragonborn Oath of the Ancients Paladin Gladiator, but that’s largely because she was the only one of the group who I felt required significant adjustments to my world. This isn’t to say she dictated that my world needed to accommodate her. She made her character choices, and I chose ways I felt were best to accommodate her character. I didn’t do it just to accommodate her, but because Dungeons & Dragons is a collaborative story, and it’s made all the better the more everyone is willing to work together. In my opinion, my world has been made all the better for it, and I can’t imagine too many that wouldn’t benefit from some accommodation, either.
New DM Handbook: The Tutorial Quest
For a while now, I’ve been talking mostly theoretical, while including some real-world personal experiences to support my claims. While that won’t completely go away, especially since I have a lot more philosophy I want to go through, I wanted to start talking from a place of experience.