Every campaign needs something to hold the players together. That’s because players are constantly trying to blast apart. It’s like nuclear physics. Which is why you need gluons. Or glue. Or tortured, mixed metaphors. Whatever.
We play games because we don’t know how they are going to turn out. And games use several tricks to keep us from knowing the outcome. The problem is GMs only ever use one of those tricks. And it’s the worst one.
Quicksilver: the mystical name for mundane mercury. Brimstone: the spiritual name for standard sulfur. But having alternative alchemical appelations is not the only thing these two elements have in common.
Designing a campaign is like ordering dinner at The Olive Garden. Except for the parts that aren’t like that at all. Which is most of the parts. Anyway, let’s talk about campaign structures, about the Shape of your game and the Glue that holds it together.
Before we can build new modes of play, we need to admit that the core rules of D&D 5E have a few oddities and are lacking in a few things we’re going to need. So let’s get out our tweaking tools and tinker with the core.
Of all the monsters we’ve dealt with, none is more deadly serious than the flumph. And no, this has nothing to do with the date.
I can’t help how my brain works. I get distracted from solving problems by solving totally different problems. But before I invent more goddamned game mechanics, it’s worth questioning whether I should.
Surprise! I played in a session of Jim McClure’s new RPG: Satanic Panic. And we recorded it. And I’m letting you listen! Enjoy.
Alchemy appears in a lot of fantasy games based on Dungeons & Dragons. Funnily enough, it only barely appears in D&D though. And that has led to a lot of confusion. But that’s okay, because the history of alchemy is pretty confusing too.