Githyanki with silver swords stand guard in Guiradr, a city stolen from the Prime Material Plane centuries ago and relocated to a pocket in the Astral Plane (Vince Pask cover for Australian Realms magazine no 7, September/October 1992)
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Githyanki with silver swords stand guard in Guiradr, a city stolen from the Prime Material Plane centuries ago and relocated to a pocket in the Astral Plane (Vince Pask cover for Australian Realms magazine no 7, September/October 1992)
Dragons by tony diterlizzi looked a million times better than the standardized glitzy dragons they have now
From the hoard (Dragon Magazine #1-100)
lots of buds get excited to learn that old chuck has been playing dungeons and dragons SECOND EDITION for over 30 years and that i have long game running for over decade. so i figured i would post my collection of old books for young buckaroos to see
reason there are doubles of some is for a few reasons 1 i like to collect them 2 they are different printings you can tell by logo on front and 3 it is nice if players are using the same class to let them both have one for reference.
mysterious top right books are encyclopedia magica rare leather bound editions VERY hard to find they collect every magic item in the whole game i have one complete set and then doubles of all except for volume 4 which is generally hardest to find
mysterious top right books are encyclopedia magica rare leather bound editions VERY hard to find they collect every magic item in the whole game i have one complete set and then doubles of all except for volume 4 which is generally hardest to find
also interesting is the CHRONOMANCER handbook which is complex to explain legality of i do not think it is entirely CANON but it is an extra magic school of time magic that was briefly tried. if players do something VERY COOL i like to reward with rare spells from that book
things that are NOT included here are other editions which if have tried and always trotted back to second edition because ITS THE BEST. also i am letting some players borrow complete handbook of gnomes and halflings' and 'druid handbook' and long ago someone stole my necromancer book. LOVE IS REAL
Let’s Talk About the Drowic Alphabet!
One of the things I want to revisit on this blog is the phonetics of Drowic, and before I rehashed my old ideas, I wanted to look at the actual alphabet that would actually turn those phonemes into language. I was typing up my thoughts to try to put together some kind of coherent justification for the Drowic alphabet I’ve come up with, and it started to get very… very long. At the risk of front-loading all of my rambling and bogging the whole post down, I have decided to skip to the fun part and put all the hows and why’s under a cut for your optional perusal.
And so, I give you… the Drowic alphabet!
Now, about that rambling...
have a gm who insists that story comes first. this had led to 1 dozen sessions without combat, followed by an announcement that we would be performing a 30 round combat against "infinite" level 1 guards. we were level 6 at the time. there was no way to stop "the story." i quit the campaign, immersion broken forever
The only thing worse than a player who thinks the story comes before the rules is a GM who thinks the story comes before the rules. This is not only obviously really severe railroading, but that scenario is also treating the game like a video game more than a TTRPG.
I actually think there is a lot that TTRPGs can learn from video games (like “your game should ship with playable levels”) but a scenario like that doesn’t really play to the strengths of TTRPGs as a medium.
“Survive for a set amount of time against infinite enemies” is really fun for an action video game, but will usually very quickly get repetitive in turn-based combat, especially if that combat is relatively slow to play out like in most TTRPGs.
While I don’t think a concept like this can never work (like for instance it could be a puzzle of some kind - infinite goons until the party figures out how to close the portal or whatever), I think that turn-based tactical combat in TTRPGs should almost always aim towards relatively low numbers of rounds, with majorly impactful tactical decisions to make each round. In one of the best dungeon crawls I have ever played through (it was in AD&D2e using an AD&D1e module, which in my opinion is the best way to play D&D), the most tense and nail-biting instance of combat in the entire thing lasted about 2.5 rounds. Every other instance of combat lasted 1 round, because the party either snuck up on the enemies, tactically surrounded their enemies and forced a surrender, or at one point just paid the dark lord’s mercenaries to jump sides after a tense stand-off.
Absolutely none of this was planned as part of “the story.” The only planned part of the story was “the party (mercenaries currently in the employ of the Castellan Sir Raul) are being sent to [this village] to figure out why they suddenly stopped paying taxes.” Of course the answer to that question was also already known to the GM. It’s because the dark lord’s mercenaries had been sacking the wagons carrying the taxes, and the dark lord’s lieutenant had set up a secret forward operating base in an abandoned castle in preparation for a larger invasion. How the party finds this out, however, and if they even survive doing so, is up to their own actions.
The GM didn’t adjust anything on the fly to make sure the party won, no fake dice rolls, etc.. Just playing the game straight; and it resulted in a “story” that we still talk about all the time.
A lot happened that we didn’t want to happen, too, but in the moment that’s the adversity and challenge that makes the game engaging to play, and in retrospect it makes the resulting story much better. One of the characters got taken out pretty early on in a fight with the dark lord’s spies (the ACTUAL scariest fight in the adventure, but it happened nowhere near the dungeon), and another character got badly injured by a trap (technically a monster but basically a trap since it drops from the ceiling and only attacks one person) really early into exploring the abandoned castle (the dungeon). Both characters ultimately survived. The first character was dropped to 0 HP with a dagger buried hilt deep in her gut and “died” mechanically but was able to be taken to a surgeon which in this campaign is just reskinned resurrection mechanics but with a much higher chance to fail. She spent the rest of the adventure on a cot being tended to around the clock and made a near miraculous recovery, though with -1 total Constitution. The second character was very very narrowly saved from going below 1HP by quick thinking and action on the part of everyone else in the room. If they had been just 1 round later she would’ve died.
Anyway if you are going to play D&D any edition please just play normal dungeon crawls without a plot (beyond just some kind of framing device to give the PCs a good reason to go into the dungeon), it’s what the game is built to do and itll even produce a good story a lot of the time. If you don’t like dungeon crawls please play something besides Dungeons & Dragons - and im not saying that to “gatekeep” people out of D&D I am saying that because if you don’t like dungeons then there are so many other games out there that you would probably enjoy so much more than D&D.
Kani, my level 5 Ban Lung (Earth Dragon) Geisha/Pirate from my AD&D 2e Kara-Tur game 💕