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About TerraDave

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Date of Birth
February 24, 1971 (47)
About TerraDave
Introduction:
Veteran group looking for a player for new 5E game
Location:
A Nation's Capitol
Sex:
Male
Age Group:
Over 40
My Game Details

Details of games currently playing and games being sought.

Town:
Washington
State:
DC
Country:
USA
Game Details:
A bunch of grognards who play D&D every month or so.

We ARE looking for a few good players interested in a new 5E game.
More information:
send me a pm

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My Game Details
Town:
Washington
State:
DC
Country:
USA
Game Details:
A bunch of grognards who play D&D every month or so.

We ARE looking for a few good players interested in a new 5E game.
More information:
send me a pm

Saturday, 17th November, 2018


Saturday, 10th November, 2018


Friday, 9th November, 2018


Thursday, 8th November, 2018


Wednesday, 31st October, 2018


Sunday, 28th October, 2018


Saturday, 27th October, 2018


Tuesday, 23rd October, 2018


Friday, 19th October, 2018


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Wednesday, 31st October, 2018


Tuesday, 10th April, 2018

  • 08:10 PM - Hawk Diesel mentioned TerraDave in post Curse of Strahd and Strongholds
    ...a means of observing the characters while their. As to the campaign goal of getting out... that may be true. But I can't assume that the players will want to get out by the end of it. For all I know, one or all of them may want to take Strahd's place, with the Dark Powers jumping on the opportunity to corrupt an individual or group even stronger than Strahd. As for the safety piece, I disagree. As even pointed out in the book, horror themed campaigns require some instances of safety and levity. There needs to be a rhythm. If it is all horror, all the time, it can hamper the fun factor. It also creates difficulty as a DM or storyteller because you are always having to raise the bar to scare or creep out the players. The players need instances where they can believe they are safe (whether it is true or not) for the horror to be impactful. And the fact that having a base of operations makes them an easy target for Strahd is a perfect lesson for the players to learn in game. TerraDave I definitely see the concern about having a stronghold early, and especially for new players. But I'm not making this a true stronghold that requires upkeep or assume downtime unless that's what the players want. I don't even know if they are going to want to claim this place as theirs. But I've learned that even with new players (perhaps especially with new players because they don't know the rules well enough to make suggestions or intentions bounded within them) I need to be prepared for everything and also be prepared that none of my preparation will matter. So I'm just kinda testing the waters with proposing the idea in case that is what the players decide they want. Also, to see any blind spots I have in considering the idea.

Tuesday, 3rd April, 2018

  • 06:37 PM - iserith mentioned TerraDave in post Adventure running: when the PCs skip a step, what to do?
    It may be a bit late, but I think in general, you'd want to telegraph that they need the three 3 Macguffins early on and then if they don't get them and defeat the final boss having not fulfilled that aspect of the quest, they get only a partial victory e.g. the agenda of the villain is ended, but the threat of the gate forever remains. Or it kicks off some other chain of events that leads to future adventure. They knew what they had to do and they didn't do it. To undo their error would be a hit to their agency. If you didn't telegraph it such that the players can't possibly realize their "oversight," then I think TerraDave's suggestion is a good one.

Tuesday, 31st October, 2017

  • 08:35 AM - pemerton mentioned TerraDave in post Everybody Loves Lovecraft?
    Unlike Matthew L. Martin, I find many of the Lovecraftian tropes reasonably compelling in fantasy gaming. But I find HPL's fiction almost unreadable, and I find his "existential dread" very hard to take seriously. (Sorry TerraDave.)

Thursday, 1st June, 2017

  • 04:06 PM - Morrus mentioned TerraDave in post This is a wiki (collaborative) thread
    ... Did you know YOU can start a wiki thread? Yes, you! Start a collaborative project, list, or other thing. Who, me? Yes, you. Use wiki threads for any collaborative post or project. Feel free to edit this one to try it out. Click on the question mark above for more info, or click here -- they take you to the same place, through the power of hyperlinks. Or create your own wiki thread. Click the link to find out how easy it is. As a side note @Yunru's shameless plug, go check out a short rest variant of spellcasting. :cool: :cool: Stay tuned! I may say anything next! *** TESTING... oh wow it really works! -gx.sigma @GX.Sigma is right - BI I like soup. Poodle noodle doodle. How fun! Must watch developments, potentially avec popcorn...! - Grassy Neat! Does this count s as one of my three required posts before I'm able to post links? Let's find out! - Breon @Godfear wanders in, looks around wide-eyed, then slinks back into the shadows to lurk. @TerraDave says go here: SWORD SEEKERS | The Dungeon @PinkRose I don't think this works. @BoldItalic offers suggestion: make this post a WikiWiki - an index of all the wikis so people don't have to hunt for them. Best of the 5e Forum UNEARTHED ARCANA Index 5th Edition OGL Guide The new D&D Reading List- WIKI THREAD! Problems with Tales from the Yawning Portal Dude, where's my car? Creators of new Wikis can add links to their own. Neat. Check out my new free take on the Mystic There is now a wiki index page: http://www.enworld.org/forum/wiki.php You can sort by title, views, or last update. Also, ending a wiki page now bumps the thread. I am tempted to share my 5E campaign setting I'm developing, so is using a wiki page a good idea to solicit feedback and share ideas? Or will a regular post be just as effective? I'm reviving my old BECMI/2E setting from the late '80s and having a blast bringing it to 5E. A lot of work to going forward, so fe...

Sunday, 23rd April, 2017

  • 11:01 PM - SigmaOne mentioned TerraDave in post Amazon: PHB has new competition and Tales from the Yawning Portal...
    Seem to be theme dependent (bottom left of page). I changed to Legacy and now I seem them. But they do not show on Reborn Thanks, that works. I like the reborn theme better, but I'll stick with legacy until I hear reborn is fixed. TerraDave sorry for hijacking your thread, and once again thank you for posting the numbers periodically. Aside from the periodic ICv2 reports, the Amazon numbers are the best trend indicators I know of. I have to admit, as someone who came back to D&D in 2013 with the 5e playtest, after 20 years away, three years into the release of 5e I'm feeling a bit smug regarding about how the edition has worked out so far. It seemed there was so much acrimony and nay-saying, so much negativity, and so much fracturing of the community (of which some surely still exists, which is fine), so much back-seat driving of the designers and development. I know there is still a while before time proves the goals for the edition have been met, but I'm just glad so many people are happily playing D&D and entering the world of RPGS. Happy to see the game and the hobby are doing well.
  • 12:10 PM - SigmaOne mentioned TerraDave in post Amazon: PHB has new competition and Tales from the Yawning Portal...
    TerraDave I always greatly appreciate your tracking of these charts. Thank you. I do have a question: I cannot for the life of me find any timestamps in Enworld forums posts (am I missing them??? I can't believe they don't exist!) If you think of it when you post the numbers, it would be awesome to mention the date you posted it.

Thursday, 6th April, 2017

  • 02:59 PM - ChapolimX mentioned TerraDave in post News Digest: Controversy Abounds! New Vampire Edition Details, Green Ronin's Talent Search, 7th Sea Explorer's Society, Int'l Tabletop Day, and more!
    @TerraDave No. There will be: Vampire: The Requiem - A different game with its own mechanics, setting and themes. It holds some resemblance with Vampire: The Masquerade because it was released as a spiritual successor when the game line was closed. It will be supported by Onyx Path as a licensee. Vampire: The Masquerade - 20th Anniversary Edition - A commemorative compendium released by Onyx Path that evolved to its own game line. Probably it will still be available as pdf and print on demand but there will be no new releases besides the ones that are already in production. Vampire: The Masquerade - 5th Edition - A new edition under development by the new White Wolf now belonged to Paradox.

Wednesday, 4th January, 2017

  • 07:01 AM - pemerton mentioned TerraDave in post Fairy tale logic vs naturalism in fantasy RPGing
    ...even more able to be used by players ("okay, well, if the elves have fields somewhere, we can burn them to the ground when the elves don't want to give us help, right?!"). The "phantasm" approach makes things dreamy and fantastic and otherworldly and is firmly in the realm of (typically DM) fiat ("The elves wordlessly provide you with the bounty, though they've no fields to create such a repast"). To me it seems to be the opposite of this. Naturalism shifts much more control to the GM. Eg with your "burn the fields" example, mostly this will be subject almost entirely to GM fiat (in terms of setting checks required, DCs required, determining consequences, etc) - unless you're using something like the 4e skill challenge structure to resolve it. Whereas fairy tale logic is what allows the trolls to still be in the same place when the PCs come back to loot them; or allows a thief to get lucky and surive a 50' fall or not be seen hiding in the corner of the giant's hall. Because, as TerraDave put it, "things are what they are and do what they do. There is little overt motivation or exposition," there is no need to worry that the GM's framing, or the outcomes of the players' action resolution, is somehow "unrealistic" or lackingin verisimilitude/causal logic. (When Manbearcat ran a group of us through a play-by-post of the Chamberlain and the King, rather than conerns over whether or not the Chamberlain would grant us an audience, the Chamberlain turned out to be some sort of golem-thingy under the control of an evil dragon threatening the town. That's fairy tale logic!)

Friday, 30th October, 2015

  • 09:13 PM - El Mahdi mentioned TerraDave in post Warlord Name Poll
    ...eferatu ; @MoutonRustique; @Nemesis Destiny ; @neobolts ; @Neonchameleon ; @Nifft ; @nightspaladin ; @nomotog; @n00bdragon ; @Obryn ; @Ohillion ; @oknazevad ; @Olgar Shiverstone ; @Orlax ; @Otterscrubber ; @Pandamonium87 ; @Paraxis ; @PaulO. ; @Pauln6 ; @Pauper ; @payn; @pemerton ; @peterka99 ;@ Pickles III ; @Pickles JG ; @pkt77242 ; @pming ; @pogre; @PopeYodaI ; @Prickly ; @procproc ; @Psikerlord ; @Psikerlord# ; @(Psi)SeveredHead; @Quickleaf ; @Raith5 ; @raleel ; @Ralif Redhammer ; @Raloc ; @Ranes ; @RangerWickett; @Ratskinner ; @redrick ; @Rejuvenator ; @Remathilis ; @Ristamar ; @RolenArcher; @Roland55 ; @RPG_Tweaker ; @Rune ; @Rygar ; @Sacrosanct ; @Saelorn ; @Saeviomagy; @sailor-Moon ; @SailorNash ; @Saplatt ; @Satyrn ; @Shades of Eternity ; @shadowmane; @sheadunne ; @Shasarak ; @shidaku ; @shintashi ; @Shiroiken ; @SigmaOne ; @sleypy; @sleypy01 ; @SpiderMonkey ; @Staccat0 ; @Staffan ; @steeldragons ; @steenan @STeveC ; @strider13x ; @Strider1973 ; @Sword of Spirit ; @Talmek ; @TerraDave; @TheCosmicKid ; @The_Gneech ; @TheHobgoblin ; @The Human Target ; @the Jester; @The Mirrorball Man ; @The Myopic Sniper ; @ThirdWizard ; @Tia Nadiezja ; @Tinker-TDC; @Tonguez ; @Tony Vargas ; @Tormyr ; @TrippyHippy ; @tsadkiel ; @tuxgeo ; @twigglythe Gnome ; @TwoSix ; @Uchawi ; @Ulorian ; @UnadvisedGoose445 ; @UngeheuerLich; @Us ; @Valmarius ; @Warbringer ; @was ; @wedgeski ; @Wednesday Boy ; @Wik ; @WillDoyle ; @Winterthorn ; @Wuzzard ; @Xeviat ; @Yaarel ; @Yunru ; @Zalabim ; @Zansy; @Zardnaar ; @Zeuel ; @ZickZak ; @ZombieRoboNinja ; @ZzarkLinux

Saturday, 8th August, 2015

  • 07:30 PM - Jester David mentioned TerraDave in post A new Golden Age for D&D
    [content deleted by user]
  • 02:27 PM - Mercurius mentioned TerraDave in post A new Golden Age for D&D
    As I wrote in this thread and as pointed out by TerraDave here, D&D is not only surviving but thriving, yet it seems that there is still a long of whinging about the game, about future plans, about how Mearls & Co are not doing things the right way (that is, the way I Know Things Should Be Done). Now I will admit to having complained about the light product schedule, preferring a bit more - in particular, campaign settings, one-shot adventures, and tools for DMs like myself who prefer a middle-ground between story arcs and home-brewing everything. As Mearls pointed out recently, there are many 40+ DMs out there with kids and careers that want pre-made stuff to use. Now unfortunately WotC has mainly only served those who want to entirely use pre-packaged products; I for one like to use my own world, but would like one-shot adventures and encounters and sites to plop into it. But that aside, D&D is doing quite well. 5E is a great game and embraced by a huge percentage of the community. The game is thriving, the core rule books are selling extr...

Monday, 18th May, 2015

  • 04:29 PM - Mercurius mentioned TerraDave in post I think WotC has it backwards (re: story arcs)
    TerraDave, I hear your anguish, but...well, delericho said it already. But here's the thing, as I said in the OP, there are new ways and angles to discuss this stuff. That's what online are for, to a large extent. Also, on every forum there are daily participants who get tired of seeing more occasional participants or newbies come in and post the same old questions. I'd call it the "Use the Search Function, Newb!" phenomena. But again, what are these forums for, anyhow? That said, I wouldn't mind a sub-forum for "meta-discussion" of D&D the brand, where it is going, that sort of thing. Take it up with Morrus.

Monday, 6th April, 2015


Wednesday, 10th December, 2014

  • 08:25 AM - pemerton mentioned TerraDave in post With the Holy Trinity out, let's take stock of 5E
    And of course early D&D was all about the DM improvising. That's entirely false. In the 1980s the majority of players knew the DM was not supposed to make anything up behind the screen.I don't think that TerraDave is counting the 1980s as "early D&D". I think the original campaigns are being referred to. But in fact there was plenty of improvisation in 1980s D&D too. Moldvay, in his Basic rulebook, even gave advice on how to handle it. (So does Gygax, less prominently, in his DMG discussion of optional secondary skills: he suggests that the GM should consider one of the skills in which s/he has some degree of proficiency, work out what that lets him/her accomplish in that particular field of endeavour, and then extrapolate to the various other fields of activity that the secondary skill table encompasses.) Upthread you compared D&D to computer games, but the permissible moves in D&D are not bound in the same way they are as for a computer game (especially computer games 25 or 30 years ago). The same is true when D&D is compared to Mastermind and Chess, other games that you have mentioned. For instance, what are the rules to determine if a character can use an iron spike and a mallet to ...

Wednesday, 15th October, 2014

  • 04:33 PM - Mercurius mentioned TerraDave in post [World Building] City & Setting design - best resources
    I'm sure this question has been asked a thousand times, and I've certainly asked it in various ways a few times over the years--I admittedly have a tendency to ask the question again and again, in different ways (right, TerraDave?)--but in addition to doing some searches, I thought I'd go to the Source of All Wisdom and see what I came up with. Basically I'm looking for the best resources, either online (i.e. free) or in book form for world building, in particular settlement (village-town-city) design. There is a lot of stuff out there, and I have a few books, but I'm especially looking for guidelines for building a village/town/city, and for what you consider "the best." The book that seems to have the best reputation is Expeditious Retreat's Magical Medieval Society: Western Europe 2nd Edition, which I just ordered from Noble Knight. But I'd also especially like pointers to online resources for city design. Feel free to throw in your own suggestions, as well! In short, I'm designing a small town of approximately 1,000 inhabitants, which will be the hub of a new 5E campaign I'm starting in January. I want to design it with a good degree of detail, complete with maps, shops, NPCs, history, rumors, all that fu...

Tuesday, 7th October, 2014


Friday, 26th September, 2014

  • 09:09 PM - Mercurius mentioned TerraDave in post "Monster density" and wilderness settlements in D&D campaign worlds
    Wow, such great responses - so many ideas to mine, thanks all! TerraDave, yours was evidently worth saying four times! Haha. I was going to respond earlier but fell behind, then EN World was being updated (twice), and now there are just too many. Anyhow, I'll be looking at this thread as I develop my fringe settlement - some really excellent answers, and I feel my question is adequately answered (although please feel free to carry on!).

Thursday, 11th September, 2014

  • 02:39 AM - Mercurius mentioned TerraDave in post (More) ruminations on the future of D&D
    @TerraDave, I think that's clearly true--and thanks for reminding us old fools about this--but part of what makes D&D, and tabletop RPGs in general, a unique hobby is the wide age range. Aside from exceptions, I think it is safe to say that the oldest group of folks still playing D&D are those who were in their 20s in the mid-70s, when it first game out. So let's say ~1950 is the birth year for the first generation of RPGers (again, there are certainly people born before 1950 that play, but they are few and far between and the 50s-60s, or those now age 50-65ish, would be the first solid sized group of people). The "Boomer" generation of gamers are those who started in the early to mid-80s, and tend to be folks born in the late 60s to mid-70s - people that are now 35-50ish, or true Gen Xers. I'm guessing that this would be the largest group on EN World. Then you have the folks who started a bit later, in the 90s or with 3E ~2000. These are folks who are now 20-35, or G Yers. The youngest genera...

Monday, 28th July, 2014

  • 07:30 PM - Mercurius mentioned TerraDave in post Given WotC plans with the RPG will 5e always be the #1 seller?
    ...h Pathfinder. If they are able to purchase and play both then they will do that, but if they have to decide between the two then they will go with Pathfinder. D&D will sell well in the beginning because you can't judge a game without buying it and playing it first. Times have changed with regards to RPGs and D&D. I'm hoping WoTc aren't relying on people to just jump their current ship and flock back over to the revised and rebuilt D&D one because that won't happen. People will migrate over, but it won't be this mass migration that will land them back in the #1 spot for years to come, that ship has already sailed. I don't think WotC is hoping to steal Pathfinder diehards. But I think you may underestimate how many people play Pathfinder, and other games in the extended D&D family, that are loose in their loyalties and, all things being equal, would like to play the official D&D game, if it is good/like old times/can accommodate a wide variety of styles, etc. I actually agree with @TerraDave that 5E is going to be very successful, perhaps very very successful - as in, regaining the throne and then some. The problem Pathfinder faces is that they've painted themselves into a crunchy, rules heavy corner. I thought that they were going to do a "basic" version of the game a couple years ago, but it only manifested in the Beginner's Box which wasn't the beginning of a simpler variant but the "easier entry ramp" (to use Essentials lingo) to the more complex Pathfinder game. But the thing is, not everyone want an uber-complicated game. Most people want a simpler core, but with the option to get complex. This is what 5E offers and Pathfinder doesn't, 4E didn't, 3.5 didn't. The other difference in 5E that I think will equal long-term success is that was designed, and is being developed, for long-term success - not simply the quick-fix, quick buck. It is like Mearls & Co have learned the fine art of delayed gratification and are willing to actually prioritize quality over quantit...


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Thursday, 8th November, 2018

  • 07:59 PM - lowkey13 quoted TerraDave in post Does 5e need its own, original TOMB OF HORRORS?
    Does it? Is that what is happening? *sigh* Apparently ... no.
  • 07:51 PM - lowkey13 quoted TerraDave in post Does 5e need its own, original TOMB OF HORRORS?
    As more of a general comment, not just for this, clarity usually comes from using fewer words, more directly. But I guess not if those few words are "ToH type module". Um .... a ToH type module would mean a module, similar in concept (incredibly challenging) that is not either NAMED Tomb of Horrors, or is not just a rehash. I appreciate that it is more fun to answer polls and discuss without reading, but it does help channel the discussion more productively! (EDIT- I don't mean to beat a dead horse, humorously or not, but at a certain point I'm like ... if on the very first page someone is writing that it is just CRAZY TALK TO KEEP USING THE NAME TOMB OF HORRORS, I begin to question not just my own sanity, but the entire purpose of explaining things or even communication in general. :) )
  • 07:38 PM - lowkey13 quoted TerraDave in post Does 5e need its own, original TOMB OF HORRORS?
    Huh? If you want to say "have an original, innovative, and dangerous adventure" don't use the name of another adventure! ToH is ToH, and each edition has had some version or versions of it. Been there done that, the very connotation is the opposite of new or original. ? "Should 5e have its own "Tomb of Horrors" type module?" "So Tomb of Horrors has been updated, most recently to 5e (Yawning Portal!), but I would argue that it is now mostly a nostalgia and period piece. You can't go in to it fresh. I mean, sure, there are probably some complete newbies that haven't heard of it. But TOH is such a part of D&D, and nerd culture in general, and such a relic of a particular time and place and style, it is hard to come in fresh. But what about the concept? What made TOH so special, so memorable? I would argue that what made it so amazing is that it was .... atypical. It was the antidote to most adventuring of the time. You had people clamoring for stats on deities so that they could wh...

Monday, 5th November, 2018

  • 02:22 AM - M.T. Black quoted TerraDave in post Dragon Reflections #16 Ė Gygax Fights Back!
    Realism, in some form or another, exerted a huge influence on RPGs up through the 90s. Even after that, there was a perception that a certain amount of crunch and complexity was desired by more serious fans. Yeah, my son and I had a look through Cyberpunk 2020 on the weekend, figuring out the combat system. Gosh, so many tables to look up, and so many little sub-systems to manage! It looked like a pretty good simulation, but it's not really what I go for in terms of gameplay.

Wednesday, 31st October, 2018

  • 04:55 PM - Parmandur quoted TerraDave in post WotC President Chris Cocks Talks Magic and D&D
    You know I know that! They have held high, but is that growth? I guess there could be overall sales growth on Amazon... But since you brought it up MM 173 DMG 193 XGtE 411 MToF 788 DM Screen 706 VGtM 1052 AND Art & Arcana 85 Art & Arcana Dílx 164 Dragon Heist 619 Its core books, but not just core books. If the core book sales remain steady and high, that suggests the overall number of people playing is increasing. Which means other things sell more over time. For instance, the Starter Set is currently 761 in Books on Amazon, and I doubt veteran 5E players are buying many of those copies.

Wednesday, 17th October, 2018

  • 11:47 PM - TreChriron quoted TerraDave in post So I don't like Spycraft that much
    Spycraft is super crunchy. Savage world is much less so, though it still has interesting player options. It would also seem to fit something GI Joe-esque. Researching the new kickstarter for SW, I concur with this. There are several settings covering this genre on DTRPG for SW. I suggest you try it out and see how it feels to you.
  • 01:16 PM - Jay Verkuilen quoted TerraDave in post Fantasy Grounds Toolset Usage Report
    Its means winners really win. <snip> What the plot shows, where 5E is actually above that orange line, is that its really really winning. Certainly it is on Fantasy Grounds. One potential cause from deviations from Zipf's law is violations of independence of the counts, which is pretty likely in this case. For example, there are likely to be DMs who have multiple games and are, all other things being equal, more likely to run the same ruleset. It also doesn't distinguish defunct from running games (at least I don't think it does).

Friday, 12th October, 2018

  • 07:15 AM - Morfiedev quoted TerraDave in post Wings of Darkness: Wizards, Demons, and Skyships!
    This is clearly his update of Glantri, the wizard ruled principalities from the D&D known world/Mystara where Castle Amber was set. If you don't know the original Princess Ark series, it was one of the best things in Dragon Magazine at that time. But now with Demons and Necromancers!

Thursday, 11th October, 2018

  • 07:59 PM - Bruce Heard quoted TerraDave in post Wings of Darkness: Wizards, Demons, and Skyships!
    A quick response from the creator himself! I would never assume a mere "rehash", I am sure it is great. No problem, Dave! Although it would be an interesting project (transplanting Glantri into another world in all its 1980s goofiness), I think readers would crucify me if I did. I would crucify myself rather than experience a game designer's groundhog day! LOL. I had a lot more fun weaving different stuff of course. Some general concepts common to both magiocracies existed at the onset of the project, but "On Wings of Darkness" moved into different directions as I developed the setting. And it's always a pleasure to chat with someone familiar with my old projects at TSR. :)
  • 06:38 PM - Ath-kethin quoted TerraDave in post Wings of Darkness: Wizards, Demons, and Skyships!
    . If you don't know the original Princess Ark series, it was one of the best things in Dragon Magazine at that time. More like "best things in Dragon Magazine ever." Entertaining stories, new game rules and content, contexts, and situations, all in one. You couldn't beat it and you still can't. I missed the first Calidar installment, picked it up as an add-on when I backed the second, and I've been an immediate backer for every one since. They have yet to disappoint in any way.
  • 03:40 PM - Bruce Heard quoted TerraDave in post Wings of Darkness: Wizards, Demons, and Skyships!
    This is clearly his update of Glantri, the wizard ruled principalities from the D&D known world/Mystara where Castle Amber was set. If you don't know the original Princess Ark series, it was one of the best things in Dragon Magazine at that time. There are analogies with Mystara's Principalities of Glantri of the 80s. It would be, however, incorrect to assume this is a rehash of the original gazetteer. Other than both being magiocracies, it is quite different in fact. The dynamics are totally unlike, as for example there is a wizardly aristocracy competing against plebeian sorcerers and spellcasters of all sorts... The historical backgrounds between the two are completely different of course. Still very close is (unavoidably and quite deliberately on my part) the same writing style. Despite the grim and sinister realities of a place rife with conspiracies, rivalries, demons, and undead, an unsinkable irony still transpires through the overall darkness. The Calidar series takes the original m...

Thursday, 4th October, 2018

  • 02:48 AM - pemerton quoted TerraDave in post Dragon Reflections #13 - How to win D&D!
    D&D is its own thing. In large parts because it is meant to work as a game.Of course there are RPGs that work as games that are also far more likely than D&D to lead, in their play, to fictions that resemble REH Conan, or LotR. But it draws from many sources.It draws its colour and story elements from a range of sci-fi and fantasy sources. But its default game play is heavily influenced by a certain style of tactical wargaming - both in terms of win conditions, and also in terms of an understanding of what it is that game rules are supposed to do. To get RPG play that results in fictions that more closely resemble D&D's literary sources requires changing one or both of those underpinnings.

Tuesday, 2nd October, 2018

  • 03:26 PM - Ralif Redhammer quoted TerraDave in post Burning Questions: How Do You Deal With Ludicrous Players?
    These sorts of players do tend to hate there being consequences for their actions, Iíve found. They like when stuff happens as a result, but not when itís a net negative. Derailing the adventure to get chased by the city guard? By their book, awesome! Getting captured by the city guard and fined or imprisoned, then thatís not fair! In my experience, most of these players have already chosen CN as their alignment, and will use that as a deflector for any alignment concerns. No, when I think about the players that acted like a bunch of cartoons doing stuff ďfor the lulz,Ē none of them are at my tables anymore. Because if thatís not the kind of game youíre running, then (not to sound to pessimistic), thereís always going to be a serious disconnect in tone that will damage the fun of the table. Now, donít get me wrong, this isnít about the PCs doing something unexpected, or coming up with a crazy solution. Itís about the characters that ultimately have no existence other than as an extension of...

Thursday, 27th September, 2018


Wednesday, 26th September, 2018


Tuesday, 25th September, 2018


Saturday, 22nd September, 2018

  • 08:26 PM - Jester David quoted TerraDave in post Mearls On D&D's Design Premises/Goals
    @Jester David @DM Howard There was more 3rd party stuff for 3E. A glut of it, in fact. There is quality material out for 5E, but it has come out much slower. Kinda... Here's the thing. It's very much an apples to oranges situation. There was a tonne of 3PP in the 3e glut, which ran from 2001 to 2003 for the d20 bust. It was a huge surge of material, but it only lasted for 2 to 2 1/2 years. And a lot of that was likely in the initial year or so while there wasn't a lot of official stuff and people didn't realise they should be checking quality. Meanwhile, the economy was high and Magic was doing *very* well, so game stores were flush with cashing and buying whatever d20 products they could. But, very quickly, people realised there was a lot of terrible books out there and stopped buying. So there was a lot of d20 products, but not as many actually being purchased by fans. That's why so many stores went under in 2003-4. There were also the side games. At the time every small publisher woul...
  • 08:22 PM - Greg K quoted TerraDave in post Mearls On D&D's Design Premises/Goals
    There is quality material out for 5E, but it has come out much slower. I am sure that Jester David is aware that there is quality third party material for 5e given that he has, in my opinion, written some of it ;)

Friday, 21st September, 2018

  • 06:16 PM - Schmoe quoted TerraDave in post Breaking Morale
    As an aside, running (and chasing and escaping) are very much part of fictional fighting. Its boring to have the same side win all the time, but if you want to keep that important character alive, they have to have some way out. I have NPCs retreat fairly often. Mostly to end a battle that has gotten to one sided (and to be in character). My PCs generally learn that they also need to retreat once in a while. Surrender is also a great tool for battles that aren't "good vs. evil to the death." It's much more palatable for PCs to storm a guardhouse when the guards surrender once they are clearly outmatched, rather than force the PCs to slaughter them. That, in turn, helps demonstrate that surrender can be a viable option for the PCs themselves, if they don't want to be slaughtered.

Thursday, 20th September, 2018

  • 12:28 AM - ad_hoc quoted TerraDave in post Table Rules
    I like "Let them play" There is a fine line between occasional helpful advice, or in character requests or reactions, and telling someone how to play there character. That line should not be crossed. Definitely. I played a Bard once who, whenever he gave out an inspiration die, made a suggestion of what to do. For me that was part of roleplaying the character. One player didn't like being told what to do so we had a group chat about it. I offered to pull that back but when it was explained that it is just my character doing it and is part of the inspiration die the player was fine with it. Of course no one was under any obligation to do what he suggested, and not doing those things was part of the fun.


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