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October 24, 1958 (60)

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Wednesday, 12th December, 2018


Monday, 10th December, 2018


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Wednesday, 28th November, 2018


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Tuesday, 20th November, 2018


Thursday, 15th November, 2018


Tuesday, 28th August, 2018

  • 05:28 PM - Kobold Boots mentioned R_Chance in post Where Do They Get Their Money? Part Two
    On inflation - Inflation doesn't happen across an entire market unless a significantly high number of the population are suddenly more wealthy than they were and that population is distributed across a wide area. One group of characters with a lot of cash may directly impact their own prices if merchants got a whiff that they were new money and dumb about it; but for it to affect everyone in an area, they'd have to be really stupid, settle down in an area for a period of time and spend all of their money there. On currency manipulation - Before I comment on this I'd want to hear what R_Chance runs in to when he or she does that in his or her game. I know what it did to mine and what I needed to do to balance it. Not a fan, but that doesn't mean I did it well. KB

Sunday, 15th July, 2018

  • 04:36 AM - pemerton mentioned R_Chance in post An Army in the Dungeon
    ...up the rule Cyclopedia (which is my "bible" when it comes to old D&D... I just can't research/master all the old editions, so it will have to do!) "When the DM calculates experience points at the end of an adventure, the total amount of experience points earned by the group is divided among the number of characters. A retainer gets one share of experience just as any player character does." daaaaaaaamn So Job the halfwit in charge of holding the torch and carrying the spare shovel gets full XP?A retainer in B/X or RC = a henchman in AD&D. They get a share of XP (which is then halved when it is added to their total). But hirelings do not get a share of XP, as they are mostly zero-level, and even if not (sages (who generally won't come on adventures in any event), mercenary officers) are unable to gain levels. Having read your later post with the quote from RC, I can only say that it seems confused compared to the clearer distinctions in AD&D and B/X. And having read R_Chance's post, the only thing I think that is wrong there is that there is no half-level limit on henchman/retainers. Gygax's DMG has various rules about henchman level relative to circumstances of recruitment, but no level cap that I could find on a quick scan. The PHB says nothing about it. Basic (p B21) says that a retainer (henchman) can't be higher level than the PC leader. In practice, I think the half XP rule (which is clearly stated in both AD&D and B/X) is going to mean that levels of henchmen/retainers don't exceed those of the PCs who retain them.

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Monday, 10th December, 2018


Sunday, 9th December, 2018

  • 07:56 PM - dragoner quoted R_Chance in post Starter Traveller (Classic circa 1980's) is free at DTRPG
    Pretty much, although the GDW board game Imperium was the clash between the Villani (1st) Imperium, or Ziru Sirka, and the Terran Confederation. That game came out about the same time as Traveller iirc (c. 1977-78?). I'm not sure how much of that was intentional or how much of that was written back into the situation later. It does make for an interesting bit of history / universe building as the progressive campaigns show the strengthening of the Terrans leading to the (further?) decline of the Villani. I loved Imperium, bought, and played it in my school's chess club. Though I think Traveller's Imperium was only adapted, the main timeline for the Third Imperium is 2,500 years later than the events of the board game.

Friday, 7th December, 2018

  • 07:50 PM - chrisshorb quoted R_Chance in post Starter Traveller (Classic circa 1980's) is free at DTRPG
    Original Traveller didn't have a setting per se when it was first printed. The Third Imperium developed as supplements and adventures were printed. I should say it was unveiled as supplements and adventures were published. By the end of the original game it was pretty well established and a number of sets cleaned up the original game (like this one). A different company, Digest Group Productions, produced a task resolution system for GDW and advanced the game picking up the reigns (by license) from GDW. Then came Megatraveller. The rather improbable series of events lead to the Civil War that ended up destroying the Third Imperium. Then came the "Traveller the New Era" rules. a post Third Imperium setting in a collapsed empire (still in the same universe). The game system was changed in significant ways (they were bringing their various RPGs into alignment with each other). And Marc Miller was out of GDW then iirc. "Marc Miller's Traveller" (T4) after the collapse of GDW was by another company...

Tuesday, 4th December, 2018

  • 06:34 AM - dragoner quoted R_Chance in post Starter Traveller (Classic circa 1980's) is free at DTRPG
    Your opinion is noted :) But a lot of us were fine with character death in generation. You needed to consider that possibility along with character aging and decide if it was worth staying in (character generation) longer. I've seen people ignore one or both and all the characters seem to end up older and highly skilled. With either scoutships or free traders. With death and aging it's a gamble to stay in. And with the one year at a time character generation of supplements like Mercenary and High Guard character generation was a fun mini game by itself. *edit* Looking back at this post I should say I'm fine with ignoring death in character generation. We liked it, err... death before starting to play that is, but to each their own. I'm not trying to promote "one true wayism" :) If someone wants to ignore death in chargen, that's great, I was just noting that it is there. Personally I don't find it is too bad, and the time lost is minimal, as chargen is quick. It is also a good introductio...

Saturday, 1st December, 2018

  • 07:16 PM - doctorbadwolf quoted R_Chance in post Unearthed Arcana: of ships and the sea
    And they could call it "Of Ships and the Sea" :) Honestly a re-working of the environmental books with setting material (inevitably) for FR would be nice. Seas, Deserts, Jungle, Artic / Mountain, and Underworld. I enjoyed the 3.x line of books. With a simpler system like 5E the rules would be shorter giving room for some (mini) setting information. people would buy them either for the environmental crunch (like me), the character stuff, or the FR setting bits. Or some combination of those. I think this would be a better bet than pure setting books for sales, especially new settings that don't have a built in (D&D) following. They could, but one of their “things” this time is to not put out books they’ve put out before. Still, an adventure at sea, with accompanying mechanics for players and DMs, and all the types of info we're talking about, with at least some basic ideas for running it in different settings, is a distinct possibility. I’d love to see a “Seas of The Multiverse” su...

Monday, 26th November, 2018

  • 02:22 AM - Aeson quoted R_Chance in post Do you believe we are alone in the universe?
    That makes two of us. This could go on forever. Barring first contact :) I find it all fascinating. I admit I don't have the education some of these guys have. It doesn't stop me from wanting to learn more. This conversation is a learning experience. :-D

Wednesday, 14th November, 2018

  • 01:34 PM - Jay Verkuilen quoted R_Chance in post Lost Laboratory of Kwalish: A D&D Adventure For Charity
    Other than as an exotic dungeon locale that's pretty much all the ship ever was, so that's cool. Depends on how you ran with it, but you could certainly treat the ship that way, or elaborate it. I played Barrier Peaks... oh, damn, twenty years ago. Part of it involved dipping into the XCom lore a bit, with the ship being a human ship but highly influenced by alien technology. The campaign's big adversary (later proven to be a frenemy) Keraptis (yes of White Plume Mountain fame) was looking for it and there were some stranded XCom personnel looking for a way out of Oerth. At the time I hadn't played XCom so I didn't actually know the backplot, which was fun. It's hard to describe how overall crazy the scenario was, but the weapons from Barrier Peaks stayed with us for a while essentially as highly limited use magic items even after the XCom group gathered up all the Elerium to power their own ship back.

Sunday, 21st October, 2018

  • 01:47 AM - gyor quoted R_Chance in post Ravnica Table of Contents & More
    I'm glad they are expanding 5E's available settings. On the other hand I have no interest in Ravnica and only limited interest in Eberron. I'll probably pick up the Eberron book. The Ravnica book will be the first WotC 5E book I haven't bought. Which is, I guess, the problem with setting books in general. I don't run FR btw. I have my own home brew setting and have picked up every book so far to glean useful bits from (and just for reading). Now, I would have picked up a Planescape product even though I never thought about running it. A lot of the material in it was useful back in the day. And would be now. An updated setting would have interested me. A new setting probably would have. MtG doesn't interest me, I haven't played it since it first came out and have only a casual knowledge of the game now. *sigh* I was looking forward to the new books... oh well, time to quit whining. And get back to work. Grading never ends... From recycling parts of it for home brew perspective, many of the ...

Wednesday, 17th October, 2018

  • 03:44 AM - Polyhedral Columbia quoted R_Chance in post Dragon Reflections #14 - Dungeons & Dragons Divided!
    Yes. We were miniature and board game wargamers. Naturally, it's a hex map done at 30 miles / 10 leagues per hex. The world is flat of course and you can fall off the edge. The world was originally much smaller (with no edges to fall off), it was a campaign map for miniature gaming and it had to include all the usual suspects on it in an area small enough to have a map based campaign which would produce miniature battles. When I moved it to D&D I expanded it to give a reasonable amount of room for all the races / cultures I wanted in it. Needless to say there are similarities to many historical areas in the real world. It became less derivative and more complex as the years rolled on and my own knowledge base expanded. The conceit of making it a flat table early on was my own inside joke. It also follows my decision to make the world "look" as normal as possible on the ground while making it fantastic "under the hood" as it were. That is really cool. Does your flat world or campaign have a nam...

Sunday, 14th October, 2018

  • 06:25 PM - Polyhedral Columbia quoted R_Chance in post Dragon Reflections #14 - Dungeons & Dragons Divided!
    It's old and I like it, but then so am I (I turn 60 this month) :) [...] Then too, my campaign is largely an old fashioned feudal fantasy world like so may others. Not in fashion these days... but still fun. Yeah cool - regardless of whether it's an old fashioned feudal fantasy world, D&D may be around for several (or many) more generations, and there are only so many D&D campaigns still in existence which extend back to the OD&D foundation. I hope, if the stars are right, that your vintage collaborative world (a kind of social artwork) might find a public venue, for the record. Does it have its own world map?
  • 04:33 AM - GreyLord quoted R_Chance in post Dragon Reflections #14 - Dungeons & Dragons Divided!
    Between me and my brother we bought 4 original D&D boxed sets. A first printing in 1974 (long disintegrated from use, a third printing (still in very good shape oddly enough), and two white box 5th printings (1976 I believe which are thoroughly used but still serviceable) iirc. I know there was a 6th and (I believe) 7th printing. I think the last two were marked as "collectable" sets with Basic D&D and AD&D out about that time (1978-79). Not positive about the dates though. We just moved on to the AD&D books with the Monster Manual in 1977. I didn't have the rules when I started. I started later than 1974 though (Aka, I wasn't playing in 1974)...didn't even know the rules were available in 1974. I didn't have the rules to begin with at all. We had one person who knew the rules and dictated the game to the rest of us. I'm not sure when the last printing of the OD&D run with TSR was. If you kept an eye out an about you, they were still available later on. I think they got re-releases l...

Thursday, 11th October, 2018

  • 04:39 PM - pemerton quoted R_Chance in post Mearls On D&D's Design Premises/Goals
    There have always been classes that require more / less rest or what have you.I'm not sure what you mean by "always". In 4e all classes are on the same resource recovery schedule. It makes a huge difference to how 4e plays, because intraparty balance is not hostage to any notion of the "adventuring day".
  • 03:46 AM - Jay Verkuilen quoted R_Chance in post Mearls On D&D's Design Premises/Goals
    There have always been classes that require more / less rest or what have you. Generally my players who don't require "it" (whatever "it" is) have always been fine with "it" because their survival is important and that relies on the other PCs and their resources. That goes for downtime, healing, research, crafting, recruiting henchmen etc. (depending on the edition). Patience is a survival trait :) I have no problem with needing different resources, but would rather have those differences manifest as something that reinforces the fiction, such as needing resources to purchase spells, do research, etc. IMO those are things that are part of the secondary reality. I find the rest mechanics start to rub against the secondary reality because it's very game-mechanical and it happens nearly every session. I use the term "secondary reality" rather than "suspension of disbelief" because I know I'm playing a game and I'm not really disbelieving anything. Secondary reality (or secondary belief), a term...

Sunday, 7th October, 2018

  • 04:00 PM - Jester David quoted R_Chance in post Mearls On D&D's Design Premises/Goals
    It's a cyclical thing. It'll be back to more rules for everything and empowering players :) My first thought is that it'll bring back more character building and options. But... with so many new players in the game, I'm uncertain if they'll even want that, since they won't miss what they didn't have. And games like Pathfinder 2 have that covered. It's an odd thought, as D&D is still growing its audience at surprising speeds. Even if it flattens or slows down its growth, there's a LOT of players who may want very different things for a new edition. It could be cyclical. But so far it hasn't. It might be more of a pendulum swing, that could go to "players" or stay with "DMs" or find a place in the middle. Heck, it could even surprise everyone and the "Player Empowerment" could be a storyteller type innovation, adding plot points that give players narrative influence.
  • 04:17 AM - Jay Verkuilen quoted R_Chance in post Mearls On D&D's Design Premises/Goals
    It's a cyclical thing. It'll be back to more rules for everything and empowering players :) When I was in grad school one of the professors had a poster on his door that said "We Recycle" and had three prominent theoretical positions mapped to the green recycling triangle, which captured that dynamic very well. In many ways I hope not too much. IMO 5E isn't perfect. There are some areas that don't quite work as they should---saving throw and skill math being most notable---and a few other areas that are kind of OP, but for the most part it's pretty good.

Saturday, 22nd September, 2018

  • 02:44 PM - DM Howard quoted R_Chance in post Mearls On D&D's Design Premises/Goals
    Reread my post. I did not attack every single document on the DMs Guild. There are certainly gems in there, but the majority is not worth the storage it takes up. I don't see DMs Guild products as competing with my FLGS dollars, because I make the choice to buy in-store because I want my store to stay around and because most of the DMs Guild content isn't worth it to me. What I contend is that DMs Guild provides a replacement for real 3rd party support. WOTC really burned their bridges in 4E and now it is coming to bite them in the butt. Their supposed "support" for retail stores is becoming all the more hilarious with their PDF treatment of Eberron not to mention their "organized" play program. I've been an AL DM for every season of AL up until ToA and I would say that it is barely a step up from "do what you want". Core 2E has none of that. There was certainly a huge amount of player facing supplements in 2E to go along with the settings and DM facing stuff, but the Core 3 was a beau...

Friday, 14th September, 2018

  • 11:06 AM - RobJN quoted R_Chance in post D&D's Going To The Barrier Peaks
    And don't leave out The Temple of the Frog from Blackmoor. It had laser pistols etc. and a crewman from the crashed ship / City of the Gods... Don't get me wrong, I would totally buy a "Adventures in Blackmoor" hardback book compiling the DA series with extra goodies...... but not if they shoehorned it into the Realms.:yawn:

Monday, 3rd September, 2018

  • 11:15 PM - TerraDave quoted R_Chance in post Dragon Reflections #9 - Welcome Wormy!
    Mordenkainen was a PC :) So, it wasn't EGG working for neutrality, it was one of his players, who was, more or less, immortalized as a major NPC in the commercial version of the setting. Yes, EGGS own PC. (He was a player as well as DM). Mordenkainen was infamously amoral. But EGGs modules are full of evil villains to be defeated and dark conspiracies to be unraveled. In his writings, he noted the usefulness of longer term threats as a way to sustain player engagement. Gold and glory were good, but not always enough.

Tuesday, 28th August, 2018

  • 12:32 PM - Ancalagon quoted R_Chance in post Where Do They Get Their Money? Part Two
    So, you move the main currency to silver (SP = GP), make gold rarer and copper useful as change. I always felt there was too much gold lying around, and that was my solution. As for adventurers, given how many die I just see them as an instrument to redistribute the treasure they find :) This is a very good solution ... to a different problem.

Sunday, 5th August, 2018

  • 01:29 PM - Inchoroi quoted R_Chance in post Add A Colossal $250 Sailing Ship To Your D&D Minis Collection!
    I opted for cardstock floor plans for my needs, be it ships, buildings, dungeons, etc. If you do your own they will always be right. I've picked up some Dwarven Forge and the like over time, and I had a lot of wargame terrain from miniature games before (and after) D&D, but the advantages to cardstock are portability and ease of storage. If you don't mind the time and have some artistic ability they can look fairly decent. If flat :) I have very little drawing capability. Only thing I got going for me is that I can type 85 words a minute and I read too much! On the other hand, I did at one point have WorldWork's papercraft Maiden of the Sea, which was nice...until it fell apart, since I live in the south on the coast and humidity is a thing.


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