When Designing a City…
…you don’t need to detail all of the inns, or blacksmiths, or streets in the whole city. You just have to detail the inns, and blacksmiths, and streets that the PCs will be visiting on a regular basis. The trick Read More
…you don’t need to detail all of the inns, or blacksmiths, or streets in the whole city. You just have to detail the inns, and blacksmiths, and streets that the PCs will be visiting on a regular basis. The trick Read More
A point that was mentioned obliquely in the comments of my post on non-combat encounters, and which was lampshaded today over at Grognardia, is that the nature of the (A)D&D game was changing, at least in Gygax’s mindset, in the Read More
Every once in a while I see references to house rules that emphasize the various “types” of magic. Those types are the parenthetical notes in the Players Handbook in the spell description sections; alteration, enchantment/charm, etc. They don’t really have Read More
I’ve been wrestling with naval rules for Adventures Dark and Deep for the last three weeks. And I can confidently say that all naval rules that have been devised for D&D or its various incarnations have either been way too Read More
What with all the silliness about the Rapture seemingly over and done with (all but the inevitable “I made a slight miscalculation” announcement from Harold Camping), as well as a family matter that has brought the subject to all our Read More
One of the standard tropes of 1950’s/60’s science fiction was the Imperial future. That was embodied in Issac Asimov’s Foundation books (as well as many others such as Dune), and was pretty much the standard for many years. In the Read More