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Recognizing excellence in the tabletop gaming industry
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Dreamscarred Press Sale
Yesterday 03:14 PM
0 Replies, 64 Views |
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Paladin's divine challenge fixed
Today 01:04 AM
5 Replies, 1,420 Views |
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Open Grave: Secrets of the Undead
Yesterday 11:00 PM
3 Replies, 1,195 Views |
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The Scoop on D&D Insider
Today 08:20 AM
9 Replies, 977 Views |
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Keep on the Shadowfell - thalmin has it
Yesterday 12:33 AM
0 Replies, 1,106 Views |
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TerraDave's Gleemax blog roundup!
Yesterday 01:52 PM
7 Replies, 878 Views |
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3rd-party products from Goodman Games and Open Design
05-07-08 06:06 PM
2 Replies, 653 Views |
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Beholder photoshop contest
05-07-08 05:35 PM
0 Replies, 483 Views |
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d20 / OGL News
05-07-08 03:40 PM
0 Replies, 68 Views |
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Excerpts: Weapons
05-07-08 04:03 PM
2 Replies, 902 Views |
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Keep on the Shadowfell Spotlight Interview
05-07-08 10:26 PM
10 Replies, 809 Views |
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4E - UK 4E Launch Event at The London Dungeon
05-07-08 09:09 PM
3 Replies, 651 Views |
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the D&D 4th Edition News! Got a 4E News Scoop?
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navigate to the individual sections below:
Release Schedule
| Videos & Media | Look & Style | General Info | Rules
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New 4th Edition news items are posted
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Thursday, May 8th, 2008 D&D 4th Edition NewsBill Slavicsek's latest Ampersand article is entitled The Scoop on D&D Insider. Here are some notable nuggets of information:
- New articles, features, and adventures will roll out every Monday, Wednesday, and Friday, and then the entire month’s content will be collected into a full-sized digital magazine.
- D&D Insider’s free beta period coincides with the launch of 4th Edition. You get to try out the first digital components without paying the subscription fees.
- When the initial beta period comes to an end, subscription rates will go into effect. Initially, we’re going to roll out a special, limited-time introductory pricing offer.
 Amongst the juicy morsels being provided by thalmin from Keep on the Shadowfell (see yesterday's news), it turns out that the Paladin's Divine Challenge has been fixed: "On your turn, you must engage the target you challenged or challenge a different target. To engage it, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can't use Divine Challenge on your next turn. You can use Divine Challenge once per turn." Thanks to pukunui for the scoop.
In addition, here's the list of monsters in the adventure, for those who want to gather miniatures together ahead of time (this is the most you'll need at any one time).
The town featured, Winterhaven, " is a small walled village, population 977. Town consists of 11 buildings plus a half-dozen houses, plus a number of small thatch-roofed homes in the surroundings." d20 System & OGLDreamscarred Press is holding a Tax Rebate Sale through May 15th, with a variety of its products discounted by 20% or more. Full details are available here. Wednesday, May 7th, 2008 D&D 4th Edition NewsThere's a Spotlight Interview up for Keep on the Shadowfell. It's not that long:
The town of Winterhaven stands watch over a ruined keep that was once a bastion of good in the realm. This keep overlooks the Shadow Rift, a dark scar in the world that was once a gateway to the Shadowfell but has been dormant for many years. Now, an evil cleric of Orcus, Demon Lord of the Undead, seeks to re-open the gate, and the only thing standing in his way is a small yet determined band of heroes.
Wizards of the Coast: H1: Keep on the Shadowfell comes out this May… with the “H” standing for the Heroic Tier, as the adventure is set for levels 1-3; so for many folks, this will formally kick off their 4th Edition campaigns. But before we talk about the adventure itself, let’s talk about the fact that Keep on the Shadowfell will be the first 4th Edition product for sale—why release the adventure in May before the core rulebooks in June?
Bruce Cordell: D&D is about adventuring. What better way to get players introduced to the new edition than with an adventure they can jump right into? This first adventure has quick-start rules and pre-printed character sheets that’ll allow DMs a minimum of trouble in getting their game off to a great start.
Mike Mearls: You can also think of the adventure as a test drive before getting the full game. When you play through the adventure, you have a chance to learn all the rules, then you can leap right into a full blown campaign when the three core rulebooks come out. Since you already know the basics, there's not much of a learning curve for the full game.
Wizards: As the first official 4E adventure for many folks (aside from those who attended D&D Experience), what types of threats and challenges were you interested in presenting? In other words, what do you want players and DMs to learn and experience in 4th Edition through this adventure?
Bruce: I’m most interested in displaying how well the rules suit the kind of play people want to experience, both fighting and roleplaying. I want players to be thrilled when they realize just how their characters and the powers available to them work, and I want DMs to have the same kind of thrill when they realize how much easier it is to run an encounter with 4E monsters already sorted and designed to fill specific roles.
Mike: I really wanted to show off how the flavor of kobolds or goblins comes through in their new mechanics and custom-made variants we included in the Monster Manual. I hope that players feel like the fight with the goblins feels more like how a goblin fight should than ever before.
Wizards: A three-part question rolled into one: As a 4th Edition adventure, in what ways does Keep on the Shadowfell differ from a 3rd Edition adventure—first, in terms of playing through it as a player? Second, in terms of running it as a DM? And finally, in terms of designing it?
Bruce: First off, it’s a new adventure and a new story. It launches the first loosely-connected story path of the edition. As a player and DM, I touched above on the mechanical differences—however, those used to playing D&D will find much that’s familiar, too. The same is true on the design side. There is a lot of familiarity when it comes to writing the story of an adventure. However, the thing that really makes it easier for a DM is also the same thing that makes it easier for a designer—the monsters come in such a plethora, each one suited to a particular role in a melee, that it would be hard not to design a balanced encounter.
Wizards: As for the adventure itself, what can you tell us about it—beyond the introduction above, what should players prepare themselves for? And which parts of the adventure did you each design, or was it more of a collaborative effort all the way through?
Bruce: The adventure design was very collaborative. We kicked off the process months ahead of time in a meeting where we roughed out the general idea of the story, how we wanted to use battle maps (and how those battle maps would tie into the story). Then we each took various chunks when the time to write came ‘round.
Mike: Players should be ready for a full blown adventure, not a simple dungeon crawl. We designed encounters that take place back at the “home base” to give the adventure a good story and a good flow. While exploring the dungeon is an important part of the adventure, we wanted to give a complete package, not just a series of connected rooms.
Wizards: The first adventure for 3rd edition, Sunless Citadel—penned by no other than Bruce Cordell—featured kobolds as one of the monsters that adventurers would face. Kobolds make a return in Keep on the Shadowfell, but indicative of 4th Edition monsters, how are these 4th Edition kobolds different from 3rd Edition kobolds?
Bruce: In 3E, a kobold was a kobold. You could apply templates or classes with some effort, and distinguish different kobolds by personality (hello Meepo, I’m looking at you). In 4E, right off the bat you get several pre-designed kobolds handed to you, of different power levels. Saved are the nitpicking hours of coming up with new stat-blocks—now personality can be focused on exclusively, if that’s the way you want to go (no, Meepo will stay with Sunless Citadel). Of course, there are customization possibilities still available; they just aren’t required right out of the starting blocks.
Wizards: While Sunless Citadel gave us Meepo, who is this Splug character in Keep on the Shadowfell (already a popular NPC among internal playtesters)?
Mike: Splug is an iconic character I've used in dozens of D&D adventures over the years, and in keeping with the idea of making this more than just a dungeon, I added him in to give roleplayers someone with whom to interact. Splug should be a fun character for DMs who like playing borderline outrageous NPCs. He provides some comic relief, but he's also not the kind of guy you want to leave in position to stab you in the back.
Wizards: Orcus happened to be the codename for 4th Edition, back in its early stages. Was it happy coincidence that followers of Orcus appear in this adventure, or was it indeed a conscious nod?
Bruce: Conscious decision.
Wizards: As the title is Keep on the "Shadowfell", what can you tell us about Shadowfell? We’ve seen an introduction in Worlds and Monsters, but how does the Shadowfell factor into the adventure, and how does it interact with the game’s setting?
Bruce: This is from the intro: “Realms, both wondrous and dire, border the world. One such realm is the Shadowfell. Although not inherently evil, the Shadowfell is fraught with dangers, and the barrier between worlds can be thin. Sometimes the darkness breaks into the light.”
I think you can see where this is going ;-). Anyhow, one of the goals of this adventure is to foreshadow potential later adventures related to this one.
Wizards: Finally, this is but part 1 in the H series. Following Keep on the Shadowfell, where can we expect the series to take players next, if you’d be able to set up H2 Thunderspire Labyrinth (Mike, we notice your name as one of H2’s designers as well!)?
Mike: For H2, and as you'll see in H3, we tried to come up with a central concept for the adventure that the plot and story could hang on. In H2, we created an Underdark trading post of sorts, a tense neutral ground that draws some cues from Skullport in the Forgotten Realms. That's the jumping off point for a series of expeditions into an underground, ruined minotaur city.
Excerpts: Weapons is up on the Wizards website. It talks in detail about : - Weapon Categories: Just like in 3E, weapon categories tell you how a weapon is used. We retained the 3E concepts of the simple to exotic gamut (albeit with different names), because they’re very useful concepts for defining the broad levels of proficiency most characters classes have. Whether a weapon is melee or ranged matters for using powers. We also used whether a weapon is one-handed or two-handed to help define how weapons function for Small characters. Size matters, but not enough to overcomplicate the weapon rules.
- Weapon Groups: We created these broad groups, which also function as keywords, to interact well with other game elements. It’s easier if a designer can rely on a group keyword to say, “This feat does X if you’re wielding an axe,” or “If you’re wielding a light blade, this power also does X.” You’ll care about these groups when you’re selecting feats and powers. The preview tells you that some powers and feats require a weapon from a certain group. However, other powers simply function better when you’re using a weapon from the appropriate group. This fact helped us create thematic feats and powers based on how we imagine weapons functioning in heroic fantasy.
- Weapon Properties: If you try throwing this melee weapon, what are the considerations? Can that weapon be used in your off-hand? How long does it take to load this projectile weapon? What happens when you use that one-handed weapon with two hands? We created weapon property keywords to help answer such questions at a glance. For instance, the thrown weapon properties allow a weapon to cross the line between melee and ranged. The words light or heavy defines whether you use Dexterity or Strength, respectively, to throw the weapon. All that information is stored in two words.
- Proficiency: The truism that skill matters met the idea that just about anyone can swing a sword and hurt someone. These combined with the 4E philosophy (unlike older versions of the D&D) that—whenever possible—lack of skill doesn’t penalize your roll; skill enhances your effectiveness instead.
A discussion thread is in progress here.
WotC has put up a photoshop contest at worth1000.com. The object is to design a work of art using the beholder. The top three designs will win $100 and will get displayed as part of the 4th edition release promotion. Thanks to pukunui and TerraDave for the scoop.
Third party 4E releases- Wolfgang Bauer's Open Design is tentatively planning to support 4th Edition with a 4E Adventure entitled "Wrath of the River King." Thanks to Admiral Caine for the scoop.
- In addition, Goodman Games has released a preview of the covers of its first three 4E Dungeon Crawl Classics modules.
TerraDave has rounded up all the latest WotC blog posts:
In recent days there have been a flurry of blog-posts by the WotCies:
Greg Blissard blogs about Adventurers’ Vault, Manual of the Planes, alchemical items, adapting Keep of the Shadowfell and Thunderspire Labyrinth to the Realms and Ebberon, getting the new books, and (more on) what he listens to in play.
Logan Bonner also got the books, and blogs on epic destinies
Andy Collins covers best supers movies, music he listens to while working, and the 4E campaign he will be co-dming.
Bruce Cordell blogs about making maps and the honor of being nominated for an origins award
Mike Mearls has a number of posts on his Temple of Elemental Evil inspired 4E campaign.
Peter Schaefer’s halfling rogue encounters a leaderly half-orc.
Rodney Thompson blogs, among other things, about his time-traveling wizard using some fighter options from the Martial Power Sourcebook
Jonathan Tweet has posts on Wandering Star (his 4E campaign), the opposite of magic, and an inside joke in his game.
Rich Baker, among other things, blogs about his warlock doing 95 points of damage to a dracolich on a critical
All of the above except Rich Baker have moved their blogs here.
EN World member thalmin has a store preview copy of Keep on the Shadowfell and is answering questions about it here . For example:
Included Pregens
Dwarf Fighter: Maul (2-handed), dagger, Scale mail
Halfling Rogue: Daggers, leather
Human Wizard: Quarterstaff, wand
Half-Elf Cleric: Mace, crowwsbow, Chain Mail
Dragonborn Paladin: Longsword, javelin, Heavy Plate, Heavy Shield
Components
The adventure is an 80 page book, including front cover. Full color throughout, includes small shots of poster maps as encounter keys. Also includes a couple of non-tactical maps (like a map of the area, map of a walled village.)
The 3 double-sided poster maps cover dungeon and wilderness encounter areas.
The Quick-Start Rules booklet is 16 pages, including front cover. Ten pages are the pregens, which include level-up info for 2nd and 3rd levels. The other 5 pages are pretty much what we have seen from the DDXP demos. d20 System & OGL- Dreamscarred Press has released High Psionics: Power Sources, a 14-page supplement giving ten different sources of power for psionic characters.
- Goodman Games has announced details on its Free RPG Day release. They are giving away Punjar: The Tarnished Jewel, a mini-gazetteer of the city in which several of their upcoming DCC modules will be set, giving readers a chance to see the new 4E look for Dungeon Crawl Classics. For more information, visit Goodman Games.
- Wolfgang Baur's Open Design has launched three patron-supported projects: Court of the Shadow Fey, Lords of Lost Arbonesse, and Tales of Zobeck. The most popular one will be written with patron input and released as a limited edition for patrons this fall. Baur is also gearing up his 4E adventure design project, Wrath of the River King. Details can be found here, and discussion of the various projects here.
Tuesday, May 6th, 2008 D&D 4th Edition NewsUK gamers (or indeed anyone willing to make the trip!) are invited to join Wizards of the Coast, the UK D&D team, and Leisure Games in celebrating the UK launch of Dungeons & Dragons 4th Edition at The London Dungeon. The event takes place the evening of Friday, 6 June in central London.
Tied in to Worldwide D&D Game Day, which takes place the following day, the UK launch party will feature 4E play in the form of the WWDDGD adventure, along with D&D miniatures, Three-Dragon Ante, and Inn-Fighting. In addition, we’ll have snacks, drinks, and a load of dungeony goodness. Best of all, we’ll be joined by the UK WotC and D&D staff, along with lead 4E designer Rob Heinsoo, who’s coming all the way from Renton, Washington in the US. Rob will be available to answer questions, share a few secrets and sneak peeks, maybe run a couple encounters, and generally hang out.
Last year, Leisure Games and WotC hosted a WWDDGD event at The London Dungeon, and it was a real blast. With the unveiling of 4E, we’re looking forward to this year’s event being even more fun.
Festivities kick off at 7:00 PM and run until midnight Friday, 6 June. The London Dungeon is at 28 Tooley Street, SE1 2SZ, adjacent to the London Bridge tube station.
Admission is free, but there is a limit to the number of people we can accept so you must sign up in advance. To sign up, contact Leisure Games at 020 8346 2327 or mike@leisuregames.com. Community News- Paizo fan Moonseolnyeo has put together The Pathfinders of Golarion, a tribute to the Pathfinder Chronicles Campaign Setting using art from Pathfinder and GameMastery products. It's quite the visual feast and brings the excellent art work to life. Thanks to Dendread for the scoop.
Reviews- RPG Resource has reviewed the Kingdoms of Kalamar supplement, Dijishy: the City of History.
Monday, May 5th, 2008 Site NewsWe've created a new forum on the messageboards for 4e Fan Creations and House Rules. This should make it a little easier when searching the main 4E forum for news and discussion, and help to keep all the new feats, powers, classes, monsters, adventures, power cards, magic items (have I forgotten anything?) in one place. D&D 4th Edition NewsVerys Arkon has updated his 4E Pre-release Rules Compilation to version 2.2 Here are the changes this time round:
Significant changes include:
• Added "How to Read a Power" excerpt.
• Added "Multiclassing by Feats" excerpt and edited feats table.
• Added Justiciar Paragon Path prayers
• Removed +1 Reflex from Paladin, added +1 Reflex to Halfling (still subjective, but the evidence is weighing heavily towards this)
• Updates to the Ranger: removed +1 Will defense from Ranger (added +1 Will defense to Eladrin), added Prime Shot to the Ranger as a class ability, updated the Skills lists.
• Removed suggestion that Humans might possibly get +2 to 2 abilities altogether
Other minor changes (see the Update History)
Today's official excerpt comes from the Dungeon Master's Guide and deals with skill challenges. The article is fairly short, describing the basic concept of a skill challenge and giving an example, a social attempt to gain a duke's aid. Skill challenges appear to include: a level; a complexity score; and a means of unlocking uses of skills by using other skills as prerequisites. Sunday, May 4th, 2008 D&D 4th Edition NewsGamer Radio Zero (which is actually a video, not radio) talks Shadowmoor and also about 4E again - specifically magic items, Adventurer's Vault, and alchemy.
Friday, May 2nd, 2008 D&D 4th Edition NewsWotC has two new excerpts for us today! The Swordwing (Level 25 Soldier) is a critter from the pages of the Monster Manual, with its varient, the Crownwing (Level 26 Skirmisher [Leader]).
The second preview is Racial Benefits - "Each 4E race gets a small roster of abilities that make them stand out from other races. Each race gets a single unique power at first level that stays cool and useful over the character’s entire career. And each race has a unique selection of feats that flesh out the race’s advantages compared to other races." The article covers both racial traits and racial feats, including the examples Enlarged Dragon Breath [Dragonborn], Dodge Giants [Dwarf], and Action Surge [Human].
WotC's Mike Lescault has just sent me the response to the interview questions we provided to them a couple of weeks ago. Short version: it's "per product line", not "per company"!
The first five questions are exclusive to EN World; the remainder will also be posted on WotC's own website.
Q. Does the so-called "poison pill" non-compete clause apply to ALL OGL, or only D&D-based fantasy? (i.e. what if it's based on d20 Modern, d20 Future, or a non-d20 source?)
A. It’s not a “poison pill.” It’s a conversion clause. The D&D 4E GSL applies to fantasy-based products. The d20 GSL, which will come out at an undetermined point in the near future, will be for non-fantasy genres such as Modern, Future, etc. Publishers will be able to decide on a product line by product line basis which license will work best for them.
Q. Does the GSL contain provisions to prevent a secondary, sister or subsidiary company being created in order to distribute products under the OGL?
A. There are no restrictions prohibiting the formation of partnerships or subsidiaries, however companies will be bound by the product line declaration under the Game System License.
Q. How much of WotC's IP is made available via the GSL? Creatures such as beholders and illithids were not available under the old licensing structure. Will they be available under the new structure?
A. All of those details will be released when the license becomes available on June 6.
Q. What products would WotC like to see come out of the third party publishers that they are not currently interested in producing themselves?
A. The easy answer is we want to see quality products that support 4th Edition D&D. I’m guessing you want specific examples, right? The GSL is designed for publishers to make Adventures, “Fluff,” Campaign settings, Alternate Classes, Races, Monsters, Paragon Paths, Epic Destinies, and other creative supplemental products.
Q. What are WotC’s main goals regarding the GSL? Do you believe that third-party products will drive sales of the D&D core rulebooks?
A. The goals with the GSL include supporting our product line, growing the industry, and supplying consumers with a rich offering of RPG products meant to be used with the 4th Edition of D&D . And, of course, we want to drive sales of the D&D core rulebooks.
On behalf of Russell Morrissey and all of EN World, thank you for the opportunity to hold this interview.
Q) Many questions have been raised since the announcement last week. I think the one question everyone wants to know is: is the limitation the GSL places on publication of OGL based products limited on a "per company" basis or a "per product" basis? That is, is the effect merely to limit re-issuing the same product, or is a company that publishes a GSL product thereafter limited in their ability to publish any OGL products?
A. The restriction is on a per product line basis.
Q) How does this pertain to a company's catalog of existing OGL-based products? For example, if Necromancer Games publishes a Tome of Horrors 4e, would they have to stop selling their existing 3e OGL products via RPGnow?
A. Publishers will be able to continue to sell their backlist under the OGL. If those products had the d20 system logo on them there will be a 6-month sell off period after which they will not be able to use the d20 system logo.
Q) Can existing OGL products be updated to the GSL and what are the restrictions, if any?
A. Existing OGL products can absolutely be converted to 4e GSL products, so long as they adhere to the terms of the GSL. In fact, we want to see publishers update their popular product lines to 4e.
Q) What branding opportunities does the GSL offer publishers? Does it allow use of the new d20 logo; or does it allow access to Dungeons & Dragons specific branding?
A. There will be a compatibility logo. Embedded in this logo is a version of the new D&D logo and copy stating compatibility. This compatibility logo is permissible for use on product and marketing materials. There will be restrictions on placement and maximum size allowed.
Q) A six-month "sell-off" period has been mentioned with reference to stock carrying the old d20 logo. Is the d20 STL actually going away, or does this sell-off period apply only to those who adopt the GSL?
A. The d20 STL will be terminated. There will be a sell-off period of six months for products produced under the d20 STL. This is true for both pdf and print products. We’re estimating our own backlist stock to be sold through within 3 to 4 months, so allowing six months to other publishers feels fair. Allowing 6 months for pdfs is really pretty generous and we are already in conversations with publishers and PDF sellers like DrivethruRPG.com and RPGNow on how they can make these changes as easy as possible.
Q) Is the new GSL an open license?
A. We are not classifying the GSL as “open” as defined under the open source movement. It is a royalty-free license for permissible usage of specific D&D 4th Edition content including terms, tables, and templates. There is a significant amount of “openness” to the license and we wanted to provide ease of use and low barriers to entry while still maintaining control over things like the D&D Trademark. The GSL is designed to work with the 4th Edition of Dungeons & Dragons.
Q) Is WotC planning on providing an easily available, downloadable copy of the rules available both online and off without a fee?
A. No. Anyone wishing access to the rules will need to purchase the core rulebooks. The GSL SRD will have a list of the terms, tables, and templates available for use under the GSL and will be available for download at no charge with the GSL itself.
Q) Are there any "types" of product prohibited by the GSL? For example, the old d20 STL prohibited the inclusion of character generation or advancement, meaning that a standalone game could not be created, while the OGL alone did not. Does the GSL contain these restrictions? Are any other types of product restricted?
A. Most of what was in the d20 STL has been pulled into the GSL. For example, no product can describe a process for creating a character or applying the effects of experience to a character. The new license is meant to work with the core D&D rules. The final details will be announced when the license is released in June.
Q) Are products required to adhere to any 'community standards' clause, or anything similar?
A.. Yes. The community standards that were in the d20 STL are now wrapped up into the GSL’s.
Q) Is the GSL a perpetual license, or is it revocable by WotC for reasons other than violation?
A. The Game System License Is revocable as it is tied to the D&D trademark and other intellectual property. Because of this Wizards needs to maintain control of the license.
Q) Why is October 1st the selected date for release of third-party materials, as opposed to, say, GenCon, which would be a far more useful launch date?
A. Our initial intention was to have third-party materials ready for release at GenCon, however there is no way that anyone could develop a true quality product in the short time between now and GenCon. We think that October 1st is more reasonable, and will also allow publishers to take advantage of holiday sales.
Q) Will any third-party publishers be permitted to release product under the GSL prior to October 1st?
A. No. October 1st is the permissible on-sale date for all third party publishers.
Q) Is there anything that you wished we’d asked that we haven’t?
A. You didn’t ask about my 4E character.
Community News- Pete Apple has written a report on Paizocon, which includes details on the upcoming Drow Adventure Path, Second Darkness, The Pathfinder Gazetteer, Golarion, the Pathfinder setting, Pathfinder RPG and Pathfinder Society.
- Bradford Ferguson has opened 4ereviews.com, a resource for independent reviews, interviews, and opinion pertaining to 4th Edition D&D, Pathfinder, 3.5 OGL, and d20 RPGs. The first article is a review of the new D&D Miniatures Game Starter Set.
- Recent update at RoleplayingTips.com: Why Use Inns, Taverns, and Restaurants?. Plus Readers' Tips: Ways To Slow Down Plot Progression, Language In Fantasy Roleplaying, Google Parchment For Props, Craft "What You Know" Handouts.
Enworld member charlesatan has compiled a list of RPG podcasts lifted from his blog Bibliophile Stalker.
Tabletop RPG (Mostly)
General Discussions/Reviews/Everything Else
* Pulp Gamer episodes: Comprehension (Family Night), Entdecker: Exploring New Horizons (The Game Kennel).
* Geek Radio Daily episodes: April 24, 25, 28, 29, 30; GRD Weekly.
* Fist Full of Comics and Games episodes: Monarch Comics Briefing for 4/23/2008, This Week in Geek 4/28/2008.
* Secret Identity episodes: Issue #111.
* Fell Calls!, a podcast on the Iron Kingdoms, has an episode entitled Stay Out of the Gun Circle.
* The Order 66 Podcast, a podcast on d20 Star Wars Saga Edition, episodes: What the Hell is a Gigawatt?!?
* Ninja vs Pirates episodes: Banter & Pretty Pink Ponies RPG.
* 3.5 Private Sanctuary, a D&D 3.5 Podcast, has an episode on Pathfinder Alpha 2.0.
* Amorphous Blob Games episodes: Best of the Best, Character Advantages and Disadvantages.
* Accidental Survivors: The Modern Gaming Podcast episodes: Finding Inspiration.
* Have Games Will Travel and Master Plan have a crossover: Have Master, Will Plan ( 1, 2).
* Head Games Podcast episodes: I Haven't Played That in Forever.
* Nuketown Radio Active episodes: Escaping to the Ballpark.
* That's How We Roll, a podcast from Evil Hat Productions, and 2d6 Feet in a Random Direction, have a joint episode: GTS ( That's How We Roll, 2d6 Feet in a Random Direction).
* What Are You Working On has a new episode.
* Xephyers Berth Podcast episodes: episode 2.
* The Game That May Be episodes: Re-thinking "Monkey Just Go Play".
* Wapcaplets episodes: Solomon Kane vs Deadlands.
Interviews
* Secret Identity interviews Dan Slott.
* The Sons of Kryos talks to Julie (H.A.L.T.).
* Pulp Gamer episodes: Anthony Gallela and the Game Manufacturer’s Association (Inside Track).
Actual Play Sessions
* Heroic Cthulhu episodes: Gamer Talk Seven ( 1, 2, 3), Japanese Hospital Fun ( 1, 2, 3), DB ( 1, 2, 3, 4, 5, 6), Sick ( 1, 2, 3, 4, 5, 6, 7, 8, 9), Quest for Tim ( 1, 2, 3), Gamer Talk Eight ( 1, 2, 3, 4), Gamer Talk Nine ( 1).
* Canon Puncture episodes: CPAP Star Wars L PTA Pt 2.
Video Podcasts
* Gamer Radio Zero has a new episode where they interview James Wyatt.
* Fist Full of Comics and Games episodes: Whiteboard Dreams. Software News- Dundjinni Enterprises has announced that it is opening up the Dundjinni software’s license to permit users to create and publish maps and adventures for commercial purposes. This license extends to all Dundjinni artpacks except for those licensed from third parties.
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| » War of the Burning Sky |
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War of the Burning Sky
A 12-part EN Publishing Campaign Saga
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War of the Burning Sky Player's Guide |
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Download the FREE Player's Guide
for the War
of the Burning Sky Campaign Saga from EN Publishing!

Download the FREE Campaign Guide
for the War
of the Burning Sky Campaign Saga from EN Publishing!

War of the Burning Sky #1: The Scouring
of Gate Pass (Levels 1-2)
Download the first adventure in this epic saga for FREE!

War of the Burning Sky #2: The
Indomitable Fire Forest of Innenotdar (Levels 3-4)

War of the Burning Sky #3: Shelter from
the Storm (Levels 5-6)

War of the Burning Sky #4: The Mad King's
Banquet (Levels 7-8)

War of the Burning Sky #5: Mission to the
Monastery of Two Winds (Levels 9-10)

War of the Burning Sky #6: Tears of the
Burning Sky (Levels 11-12)

War of the Burning Sky #7: Trial of
Echoed Souls (Levels 13-14)

War of the Burning Sky #8: O, Wintry Song
of Agony (Levels 15-16)

War of the Burning Sky #9: The Festival
of Dreams (Levels 16-17)

War of the Burning Sky #10: Sleep, Ye
Cursed Child (Level 17)

War of the Burning Sky #11: Under the Eye
of the Tempest (Level 18)
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