Let’s answer some more reader questions this week! How do you build a calendar for your game? How do you keep a “save the world” plot arc from consuming your entire campaign?
What do you do when your players force you to turn a nameless, faceless nobody into an actual NPC? What do you do when they don’t even start with a nameless, faceless nobody? How do you make NPCs out of nothing?
Guess what we found? An entire LOST episode of the GM Word of the Week. And this is just the first one. There will be more. How did we lose an episode? What’s in it? How do we know there will be more? You’ll have to listen!
This article is about basic probability, dice, and statistics in D&D and other RPGs. I love this s$&% and I think it’s important and useful to understand. So, let’s use math to answer some questions about dice rolling in RPGs. Or not. Next week, I’m back to talking about NPCs, so you can skip this one if you want.
No discussion of strange, out-of-place magical items in D&D would be complete without the Apparatus of Kwalish… and strangely, it’s not the only magical item with legs.
Everyone knows that the easiest way to start an adventure is to just have some damned NPC show up and tell the PCs what to do and how to do it. After all, that’s what MMORPGS do and it works for them. So why not do the same in D&D? Because Quest Givers can be so much more than expository text. Don’t waste that potential.
It’s time for yet another Ask Angry blitz! And the first two questions I answer are a little bit of site news. And then I answer real questions. Yay!
It is weirdly anachronistic. It seems out of place. And it hardly seems like magic at all. And yet, it is generally considered the single most powerful, most versatile magic item in all of D&D.
Among the many magic items in D&D, the cape of the mountebank stands out. Not because of it’s apparently simple teleportation effect, but because of its flashy appearance, it’s smoke and mirrors special effects, and it’s odd name. Just who IS the mountebank?