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Editorial

The History of Dungeons & Dragons Computer Games

Video games were my introduction to Dungeons & Dragons, specifically SSI’s Pool of Radiance. Playing this game led me to purchase the original Red Box Set and guided me down the path to playing D&D. With the announcement of Neverwinter I started thinking about all of the D&D computer games that have been released. I’ve always felt that D&D having a digital presence through computer games is a great way to expand the presence of the brand. These games also serve as a great introduction to the hobby for the uninitiated.

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Player Resources

16 Feats Worth Selecting

I love building new characters. It doesn’t matter what level, I enjoy the challenge of creating interesting builds. Matching feats and powers to create powerful characters that can withstand anything thrown at them. I enjoy taking those characters and dreaming up a background story for them. Imbuing the raw numbers with life.

Recently I was messing about with Character Builder. My goal was to build as tough a Fighter as I possibly could. I decided on human for my race and I was going to build this character at level 30.

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DM Resources

Adventure Builder Workshop: Repercussions

According to Newton’s laws of motion, “For every action there is always an equal and opposite reaction.” The same can be said of the actions of your players. Every decision that they make, every action they take, has a repercussion.

The village is burning, while rushing back the PCs encounter bandits with villagers as prisoners. The PCs can rescue the prisoners or attempt to save what’s left of the village. There is only time to take one of these actions, which actions will the PCs take and what will be the repercussions?

The PCs can eliminate a major force of evil in the campaign, but killing this foe will leave a power vacuum that other rival factions will seek to fill. Is the devil you know better than the ensuing chaos that will ensue with the death of this foe? If things go from bad to worse and it is common knowledge the PCs are the ones responsible, how will they be perceived by the common people?

This is the final instalment in the Adventure Builder Workshop, based on the seminar at GenCon this past August. To read the complete series view the articles listed below:

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DM Resources

Adventure Builder Workshop: Rewards

Every player likes treasure. From gold, to gems, to shiny magic swords, we love our treasure. Our eyes glaze over as we dream about the perfect item for our character. Players have been known to lie, cheat and steal to keep a larger share of the treasure for themselves. We just can’t help it, it’s in our nature. As a DM it’s your job to dole out those tantalizing parcels of loot to your players.

This is the seventh instalment in an ongoing series about the Adventure Builder Workshop, based on the seminar hosted by Wizards of the Coast at GenCon this year. The previous entries in the series are:

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Book Reviews Editorial

The Essentials On D&D Essentials

D&D Essentials have arrived and yesterday I received my copy of the Rules Compendium and Heroes of the Fallen Lands. I have to admit that at first I had no intention of picking up any books in the Essentials line. I figured I would wait for Character Builder to update and then look at the new options that are available. I’m glad I didn’t.

For those not aware D&D Essentials is an alternate path for advancement available to your D&D characters. The Essentials line is a series of 10 products that gaming shops are encouraged to keep in stock. They are essentially the new entry point for beginner players. That being said, players other than beginners may find the new options to their liking. For more information on the Essentials line, including release dates, read our post regarding the Wizards of the Coast Preview.

There has certainly been a lot of debate about the merit of the Essentials line and it’s place in 4e D&D. I’m not here to tell you Essentials is the best thing since sliced bread or that it’s the worst product WotC has produced in years. Instead I’ll give you my honest feedback of what I’ve read so far and leave you to make your own decisions.

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DM Resources

Adventure Builder Workshop: Allies & NPCs

Your villain has henchman, so it’s only right that you provide some suitable allies for your players. Allies are the useful folk who populate your campaign world, providing motivation, plot hooks and reasons for the PCs to undertake the adventure. Without allies your players would be set adrift in a world full of enemies, constantly looking over their shoulders.

This is the sixth instalment of the Adventure Builder Workshop, based on the seminar presented by Wizards of the Coast at GenCon this year. The other entries in the series are listed below:

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DM Resources

Adventure Builder Workshop: Encounters

A great campaign is comprised of many elements and villains, locations, story, and henchmen are all required to bring things together. However, it’s the individual encounters that allow you to weave the story together. Encounters are the meat and potatoes, and are often the most memorable aspect of the entire campaign.

This is the fifth installment of the Adventure Builder Workshop, based on the seminar presented by Wizards of the Coast at GenCon this year.

To read the complete series visit the following articles:

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DM Resources

Adventure Builder Workshop: Henchmen & Antagonists

If you’ve started to notice a trend of overlapping topics in the Adventure Builder Workshop series, today’s post will come as no surprise. Henchmen and Antagonists are closely related to the villain and there is bound to be some overlap. However, henchmen and antagonists are separate enough topic that they deserve their own post and place of discussion.

Your players will face off against the villain’s henchmen far more often than the villain himself, so it’s vital that you be prepared. Henchmen and antagonists is the fourth installment in our series inspired by the Adventure Builder Workshop run by Wizards of the Coast at this year’s GenCon. The previous posts discussed:

Today we’ll look at how henchmen and antagonists interrelate with these other aspects of adventure design.

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DM Resources

Adventure Builder Workshop: The Story

Story is the driving force behind any good movie. The movie can be loaded with action, special effects and an all star cast, but without a good story it falls flat. The same is true of your D&D campaign. You can craft the most intricate combat encounters, reward your players with the best treasure, but without a great story to tie it all together expect that your players may soon become bored and tired with the campaign.

This is the third instalment of the Adventure Builder’s Workshop that was held at GenCon this past August. The previous entries include information on the villain and creating locations.

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DM Resources

Adventure Builder Workshop: Location

Movies and television are great for portraying fantastic locations. I can still recall the sense of wonder I first felt when I saw the Argonath while watching The Fellowship of the Ring. With equal wonder I recall the first time I saw Naboo and the massive waterfall that cascaded away from the city. These two scenes fill me with wonder and a sense of adventure. Of course movies and television have the advantage of being primarily visual mediums. As a DM we use words more than visuals, this doesn’t mean we are limited in what locations we portray to our players. We are merely limited by our imaginations.

This is the second in a series that focuses on the Adventure Builder Workshop held at GenCon this past August. The first in the series focused on the villain, today we turn our attention to locations.