"Mad scientist lab" is ableist and pejorative. I prefer "makerspace." (Robh Ruppel, AD&D 2e Dungeon Master Guide Rules Supplement The Complete Book of Necromancers by Steve Kurtz, TSR, 1995)

seen from Maldives

seen from Netherlands
seen from India
seen from United Kingdom
seen from United States
seen from Türkiye

seen from Netherlands
seen from Malaysia
seen from Kazakhstan
seen from Malaysia
seen from Russia
seen from Italy

seen from Malaysia
seen from Netherlands
seen from United States
seen from United Kingdom

seen from United States

seen from Netherlands

seen from Malaysia
seen from South Africa
"Mad scientist lab" is ableist and pejorative. I prefer "makerspace." (Robh Ruppel, AD&D 2e Dungeon Master Guide Rules Supplement The Complete Book of Necromancers by Steve Kurtz, TSR, 1995)
Today I drew Endelle, my half giant cleric of Void from a Dark Sun campaign 🤍🖤💚~Beann
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.
The Complete Thief's Handbook (1989, AD&D 2nd Edition)
Colour art by Larry Elmore, John and Laura Lakey, Robin Wood. Black and white art by George Barr.
Which Edition of D&D had the best design/artwork of a Cow?
Second Edition (Baldur’s Gate)
Third Edition (Neverwinter Nights)
so my local game store occasionally gets in secondhand material from older editions and today, TODAY, they got in the complete 2e Forgotten Realms Campaign Setting boxed set!!!!! a friend of mine who works there went through to verify that it's complete, and set it aside for me, and !!!!!!
I need you guys to look at this okay
while the box itself has seen some wear and tear, it's mostly physically sound and the illustration is completely intact (and also beautiful).
ALL of the 2e monster supplements that came with this boxed set are with it!!! they're beautifully illustrated and the paper is both sturdy and in really good condition
maps!!!! all four of the maps!!!
hey look, you can see my house from here!!
gods' symbols, heraldry, elder runes, mage runes, Harper's signs, and Underdark warning symbols!!!
and I've hit the 10 image limit, more in reblog in a second—
Since I've seen a number of people share a variety of smaller / lower quality versions of this image, and I was able to take a good shot by dint of having the book, here's Ken Frank's Gnolls from the AD&D 2E book Creative Campaigning (ISBN 978-1560765615).
Yay new art! This originally started as a re-draw of the AD&D 2nd Edition "Ferret Familiar" trading card (1992), but I ended up making several changes.
He is up to something...