Like Quark closely examining Morn’s hidden stash in the Star Trek: Deep Space Nine episode Who Mourns for Morn, if you look too closely at the treasure system in D&D, you’ll find someone has extracted all of the value and there’s nothing left but worthless gold.
It’s funny how things can grow out of practically nothing. Like how a massive cave can grow from a bunch of dead mollusks. Or jagged mineral growths can grow from a few drops of water. Or how an amazing podcast can grow out of a hundred word blog post nobody read.
The hardest thing any GM has to do is come up with stuff on the fly. Especially when that stuff needs mechanical rules behind it. Fortunately, you have this Marvelous Mechanical Miscellany for Ad Hoc Adjudication and Improvisational Invention.
As gamers, we don’t often think of the terrain as alive, except when the furniture is trying to kill us. But lakes, rivers, and wetlands have surprising life cycles. And they also make wonderful homes for the mysterious ghostly lights called ignus fatuus.
Few Game Masters think to ask who is meant to drive the plot in the adventure they are writing. Which is a shame, because there are lots of ways an adventure can be driven. And by lots, I mean two. There are two ways. And understanding them can help make your adventure writing easier.
This week, I ponder the question of when it’s okay to take control of a character away from a player thanks to a question from a reader with a really dumb name.
Sanity mechanics? What are they? How do they work? Are they even necessary? Can we make them better? Let’s Ask Angry!
In 1983, Laura and Tracy Hickman reinvented vampires into something fresh, new, and different. It’s too bad they were a century too late.