The Eberron campaign setting comes with all the intrigue of a post war setting and all the mistrust of a setting still stuck in a cold war. During such difficult times the PCs may find themselves involved in tense negotiations where a poor resolution could result in renewed hostilities.
Tag: RPG
I’ve noticed a disturbing trend during my last few gaming sessions. The Fighter consistently deals more damage than my Rogue. We’re 9th level, almost at paragon, and I’m struggling to deal more damage than the Fighter. Fundamentally, something seems wrong when the defender can dish out more damage than the striker. My numbers should be consistently higher on a round for round basis, instead my jaw drops as I hear how much damage he’s dealing.
Playing Two Characters
I like playing two characters. As long as I get to create them both, then I’ll play two characters any time the DM allows it. But playing two characters when one is yours and one belongs to someone else is a lot more difficult and generally not as much fun.
I’ve played in games where the DM gave players the option of playing one or two characters. Most of my friends choose to stick with one character, but not me; if I can play two characters, I will. Here are some of the pros and cons I’ve found over the years of playing two characters in the same campaign.
One Page Dungeon Submission
Last week I whipped together a submission for the (awesome) One Page Dungeon Contest put on by Chatty DM and Chgowiz. You can read the back-story idea for the dungeon within the submission itself. In short, orcs are using some old dwarven ruins and caves beside a waterfall as a base of operations for raiding the countryside. Add the dwarves’ bane – a living spell, some water elementals living in the pool under the waterfall and some Myconids to the mix and an adventuring party will have their hands full.
Knowledge Is Power
I was looking over the pre-generated characters Wizards provided for Worldwide D&D Game Day on May 23. Something interesting about the Eldarin Wizard, Althaea caught my eye. This character is trained in four knowledge skills. This seemed unusual to me as I find there is a tendency to be one dimensional when training skills. Physical characters take physical skills, charismatic characters take social skills and everyone ignores the knowledge skills. But the more I thought about it the more I realized that ignoring the knowledge skills is often a fatal decision made during character creation.
I once again had the pleasure of participating in Worldwide D&D Game Day at 401Games in downtown Toronto. The adventure was called Journey Through the Silver Caves. It was designed for five, 5th level characters. The event attracted a lot of familiar faces as well as a few new ones. I had a lot of fun and would like to take this opportunity to share my thoughts about how Worldwide D&D Game Day went this time around.
As we continue to explore how to run and design skill challenges we’ll look at the importance of creativity, the consequences of failing and new, advanced ideas for skill challenges. This builds on the basics of skill challenge design we covered yesterday in Running Memorable Skill Challenges (Part 1) including what is a skill challenge, how to introduce them and the basics of designing skill challenges.
Reward Creativity
Skill challenges are about creativity. They challenge the DM to think creatively when designing the challenge in order to give the PCs something new to experience. They also force PCs to look at their skill selection in new ways. The Fighter who is all thumbs in social encounters might consider training in Intimidate or even Diplomacy to increase his level of participation.
Why We Do What We Do
Wizards of the Coast puts out great materials for 4e D&D, but when looking at the bigger picture they have two significant problems. Addressing these shortcomings and making D&D better was a big reason we created Dungeon’s Master.
We’re coming up on our three month anniversary at Dungeon’s Master and we think we’re on the right track. I know what you’re thinking, Wimwick is about to toot his own horn, and you’re right I am. This is my soap box and I’m going to use it.
Every campaign world is made of living, breathing NPCs. All of them have stories and a role to play within the campaign setting. From the lowly farmer to the mighty king, every NPC has a function and a purpose. As the campaign designer, your job is to define that role. Is the king a sinister tyrant? Is the peasant forming a rebellion? These are questions that you need to answer in order to bring your world to life.
This part of our series in Campaign Design picks up where the article on Politics and Groups of Influence left off. Now we look at the names and faces that dominate these political structures. Of course, not every NPC requires a fully fleshed out background, but the generalities are required. We’ll handle our look at NPCs in three sections: Common citizens, major players and villains.
The world is starting to take shape, the geography has been defined and named and you have appropriate resources on hand to assist you. Now comes the time to start breathing life into your campaign setting. This entry in the Campaign Design series takes a look at Politics and Groups of Influence. This is a high-level view at the different powers and factions that exist within the world. We will examine particular individuals and NPCs in our next entry, but today it’s all about the organizations.