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Dungeons & Dragons

Nerdarchy > Dungeons & Dragons (Page 131)
arcane gastonomy

Designing Dungeons & Dragons Races: Aatier

racesVery recently, in the wake of writing articles about modern firearms, I wrote a couple of articles about the ways we should think about designing and implementing various types of mechanics. Similar to the way that I shared my thoughts on modern firearms, I wanted to go over my thoughts on designing races, and the whys, whens, and wheres of doing it.

5E D&D in space with Spelljammer is back!

Spelljammer thrusts your D&D adventures into space

Spelljammer

Concordance of Arcane Space is one of the books included with the original Spelljammer Campaign Setting boxed set. Art by Jim Holloway

In last week’s column I shared a cobbled-together homebrew system for handling ship-to-ship combat from the homebrew 5E D&D Spelljammer campaign that I run for my friends. With the Memorial Day weekend keeping my players busy we did not gather around the gaming table this week, which means playtesting those rules will have to wait.

Spoilers for any of my players reading this before our next session – they will encounter a potential ship-to-ship combat situation. Or did they think commandeering that mercenary ship was going to be easy?

D&D 5e weapons nomenclature: When a longsword is not always a longsword

D&D and weapons

longsword

= Labeled diagram of a sword and its scabbard. (Photo credit: Wikipedia)

Weapons have always been a big part of Dungeons & Dragons. This makes sense considering combat has played a large role in D&D since the game’s earliest days. True, a Dungeon Master and players can enjoy tabletop roleplaying without combat, but usually there is some kind of conflict. Even for the most non-violent-oriented RPG players, often those interested far more in the RP aspects of the game than combat, there tends to be some form of conflict as this creates tension, and without this tension the characters within the game are living rather humdrum lives and the game itself can become quite dull.

So, conflict ensues, which often enough leads to physical conflict, actual combat. Despite the fantasy aspects of D&D, the magic and the monsters, weapons tend to make an appearance, usually weapons that are taken from the real world and history.

Out of the Box D&D Encounters, Series 2, #1: Stick in the Mud

Magic items as encounters has become an accepted option within this series. However, there’s one particular dynamic that has yet to be really explored fully – sentient items. Sentient items allow for a completely new approach to magic items as it not only allows the introduction of some cool magical effects, but essentially allows for the introduction of an unusual NPC into the group. Moreover, this NPC will enter into a special relationship with its owner/wielder. This relationship is somewhat symbiotic, as the sentient item will have its own motivations, personality, and “mental attributes.” When its motivations are subverted, a contest of personalities may occur whereby both the item and the possessor vie for control of the wielder. The winner of this contest then decides how the wielder acts for a time. This sort of relationship can open up a whole series of role-playing opportunities. However, if a potential player may take offense at such loss of control over their character concept, I would advise avoiding this sort of encounter.

Stream of Annihilation highlights what’s fantastic about D&D

It’s no fluke that an enormous and continually-growing slate of streaming game play has emerged alongside 5th edition Dungeons & Dragons. When Greg Tito joined Wizards of the Coast’s marketing team a couple of years ago as communication manager, adding more streaming programming to their schedule was one of his goals to expand the audience for D&D.

Postmodernism in Dungeons & Dragons

postmodernismRecently, Megan posted an article about how to reconsider evil characters the same day a video with Nate, Scott, and Kyle talking about whether the alignment system was still viable was uploaded. Along with a conversation I had with the Nerdarchy staff writers about postmodernism, I was inspired to write an article about applying postmodern principles into Dungeons & Dragons.

Satine Phoenix is living the nerdy dream

[youtube https://www.youtube.com/watch?v=MJ5Hts-8VQY&w=560&h=315] Nerdarchist Dave got three special guests for the cost of one when he welcomed Satine Phoenix to the Nerdarchy live chat. Hanging out on her birthday from her home/studio in sunny Los Angeles, Phoenix shared her morning chatting live and answering questions. Nerd culture...

Absolute Tabletop Adventure Kit Oath of the Frozen King

Absolute Tabletop takes the Oath of the Frozen King with Nerdarchy

[youtube https://www.youtube.com/watch?v=XPJk2Taia9c&w=560&h=315]

Nerdarchist Dave welcomes Matt Click and Tim Kearney from Absolute Tabletop to live chat #45 to talk about Oath of the Frozen King, their latest Kickstarter project. With a solid history of RPG content creation, AbTab’s latest offering is the Adventure Kit, which they describe as “versatile, flexible frameworks for roleplaying game adventures.” The modular presentation allows for minimal prep time for GMs, enabling you to run adventures for your players at the drop of a hat.

RPG Designing with Purpose

Star-Lord RPG

Star-Lord (Photo credit: Wikipedia)

In my previous article, I talked about the pitfalls we fall into when creating character concepts, or more specifically how we overcomplicate the process. That got me to thinking about another side of it. Why are we adding to the game? What’s our endgame? Are we adding to the story, or introducing a mechanic? Or, are we just tacking something on?

What you can learn from your RPG characters

Tabletop roleplaying games afford players amazing opportunities. Through the characters and worlds we imagine at the gaming table, we create adventures and stories filled with heroism, villainy, danger, humor, drama, action and intrigue. Through game play we surprise ourselves through improvisation and collaboration, letting our shared stories twist and turn and carry us along. Through our characters’ actions, we affect the imaginary world and have an impact.

We invest something of ourselves into our characters. Players might portray characters who are exaggerated or ideal versions of themselves, or one aspect of themselves. Conversely, they can explore personalities, philosophies or lifestyles vastly different than their own. In a similar way, GMs create and run adventures that satisfy (sometimes intangible) goals and interests, populating the game environment with people, places and things – and monsters! – that appeal to those goals.