Skip to main content

Posts

Showing posts matching the search for D&D

Twenty Years of Fellowship

"In the land of New Zealand, in the fires of an editing room, the Dark Lord Jackson forged in secret a master movie, to control all others...." Twenty years ago this weekend, The Lord of the Rings: The Fellowship of the Ring premiered in US cinemas, forever changing how the fantasy genre is seen in the public consciousness, the way movies are made and presented, and, yes, the games we play and the expectations of those who play them. As nerds who were reading, watching, and playing fantasy stories both before and after the momentous impact of Fellowship, we thought we’d take this opportunity to discuss the movie and the effects it’s had on the things we love. - B A: The release of Fellowship was quite the event. In a time when motion capture and the internet still seemed new, somehow everyone knew about and was excited for this movie. Fellowship , and to a certain extent the opening of the Harry Potter film series, marked the beginning of an era. Prior to the popularity of ep

Batman's a Scientist!

Once again we find ourselves posting on a day that celebrates a beloved fictional character . And why not? After all, we’ve had days (and posts) celebrating these holidays before, even if our inner cynics know they're mostly marketing ploys to sell media and merchandise. We’ve talked about the nature of Superman and his stories in Strange, Familiar Visitor from Another Planet . We've taken tips for our tabletop games from Mario's adventures in the Mushroom Kingdom with Details: The Power-Up Mushroom for Your Narrative . And while he's arguably a vigilante, there's no argument against celebrating the enjoyment of our favorite caped crusader - Batman! In various forms, the character has always been a big part of our households, with many birthdays and Halloween party themes featuring hero (and villains) of Gotham City. There's plenty of inspiration to be found in the tales of the Dark Knight, so let's race to the Batcave and discuss them in today's Bat-Po

Men and Magic

On an expedition through my attic the other day, searching for something completely different, I came across a treasure. It was Dungeons and Dragons, Supplement 1: Greyhawk (9th printing). What delights might this wondrous pamphlet of a book hold? Certainly, the rules have changed and evolved over the years from 1st Edition to the 5th. We’ve seen the fall of THAC0, wandered the strange road that is 4th Edition, and seen the  3rd turn into 3.5. Can we still pull nuggets of wisdom from an ancestor of the games we love? Absolutely! The following are some thoughts I had while leafing through this 68-page tome of (nearly) forgotten lore. In this post, we’ll stick to the "Men & Magic" section and leave the sections for "Monsters & Treasure" and "Underworld & Wilderness Adventures" to a future post. For the Intelligence stat, they’ve included a "% Chance to Know a Given Spell" chart along with the minimum and maximum number of spells a wiza

Misalignment

Alignment, as a concept, has been in tabletop roleplaying games, original Dungeons & Dragons from 1974 . It was different back then, a choice between "honor," "chaos," and "neutrality." What makes a man turn neutral? Lust for gold? Power? Or were they just born with a heart full of neutrality ? In the 1977 reorganization into " Advanced Dungeons & Dragons " and the " Dungeons & Dragons Basic Set " , a second axis of "good vs. evil" was added (allowing for the worst character, the neutral neutral , or "true neutral.") Of all versions, D&D’s third edition probably sees the most recognition today, with nine-box "alignment chart" memes made up for any number of media ventures. The oft-maligned fourth edition changed things yet again, reducing alignments to five options: "lawful good," "good," "evil," "chaotic evil" and "unaligned." Again, Wiz

Whose Labyrinthine Maze is This, Anyway: Dungeon Design and Cultural History

Dungeon . The word with significant historical connotations and some modern ones we won’t get into here, but to enthusiasts of tabletop roleplaying, it means something very specific: it’s ⅓ of the name of the most successful and influential RPG of all time, after all. (We’ll discuss the significance of the “&” another time. (and maybe the other D too - A) ) Early D&D materials refer to “the underworld mazes” (note the preposition, dungeons are considered a default part of the setting), and offer some advice on making them (somewhat) plausible, but never directly consider the societies that built them. While many pre-published adventures do include some information describing long-gone inhabitants, incorporating this kind of detail into original worlds can help create a detailed, rich setting. This week, we thought we’d talk about how to make dungeons and other ruins feel like places that lost peoples made and lived in, and how to share these details in your play sessions. - B  

Time for Practice

If you want to become proficient, or even competitive, at games it is likely going to  take a lot of practice. You aren’t likely to win the first game of chess you play (unless someone is letting you), and of course there is strategy to learn after you get the basics down. The same can be said for many kinds of games. Certainly the skills required in sports need practice to become good at them. Dribbling, passing, catching, scoring. You might have some innate abilities, but there is always something to improve. If you don’t, you might embarrass yourself when you get out there on the courtfieldpitchrink. Sometimes even seemingly simple games like Go become deceptively complicated when you start digging in. Can the same be said of tabletop roleplaying games? Do we need to practice them, and if so what do we practice? Ponder the answers as Never Say Dice discusses practicing TTRPGs. Isn’t it just ‘pretend with rules’? What is there to practice? One simple description of tabletop roleplayi