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    I am become Pun-Pun, destroyer of multiverses

    When D&D 3.0 came out, I really liked it. When it started getting bogged down with extra material, I liked it less. However, I thought rule-intensive games could be good -- because I assumed that everyone would always have a high commitment to consistency in rule systems. Now, just today, I...
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    Melee Combatants, Give it a Rest

    I've played many campaigns where the participants didn't know, or care to know, about the following passage from p.38 of the AD&D DMG: I've played in other campaigns where the rule was known but found too difficult for record-keeping in practice. Fatigue points were also suggested and...
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    Using AD&D or earlier for Temple of the Frog

    I have a mad ambition: to run Temple of the Frog, the first module ever. I think AD&D rules will be suitable. My question is this: How on earth shall I handle encumbrance? There will be treasures that weigh much more than what a party could reasonably carry while walking. I suspect that...
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    Minor Gods Make Convenient NPCs

    I've used gods as NPCs. It worked pretty well except they tended to be just a touch too important to the setting. If you throw down the central deity of the pantheon, a lot of characters might start worshipping that deity even though you don't want it to be a big part of the story. Like all...
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    Goals of D&D: Putting Danger to the Sword

    Having recently been told that I overemphasized the importance of killing and conquest in D&D, I've been looking at some old texts relevant to D&D. I couldn't find anything to substantiate the notion that treasure was supposed to be much more important than battle. First, Gygax's Role Playing...
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    Splats, Player/DM arms races, MUDs, & creativity

    I think I know a major cause of power-gaming, level-grind, munchkinism, etc. I think it's the arms race between players and DMs -- wherein the game companies are selling munitions to both sides. If the rulebooks give crunchy bits to the DMs which can be used to awe the players, then the...
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    D&D, Traveller, and GURPS-- designs contrasted

    If I had to sum up the flavor of D&D to me, I think I would say it is an Alice-in-Wonderland story of mystery and danger, with lots of close-ups on specific scenes. Similarly, Traveller is a wide-ranging view of a space empire that emphasizes application of general formulas. GURPS is a...
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    Illusions and Divination can be Overkill

    I'm still addicted to the quirky, unique flavor of AD&D. It's like John Bellairs' Face in the Frost -- detailed, baroque, imaginative, highly resistant to general description. AD&D wouldn't be AD&D without illusions and divination. In their original AD&D context, both work perfectly well...
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    Gygaxian Memes

    Unfortunately it looks like I missed the chance to ask the Colonel himself what he might think of these during the recent Q&A. However, for your comments/criticisms/refinements, I present what I believe to be the Gygaxian Memes. (Meme is a buzzword for exciting ideas that seem to take over...
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    Character Gimmicks For Niche Protection

    I have seen relatively few unique character specialties. The ones I have seen, in alphabetical order, are: Artillery and Heavy Weapons * This is the magic-user with a fireball or the space marine with a Fusion-Gun-Man-Portable-15. Weapons such as the M-79 grenade launcher blur the line...
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