I mean, doesn't the adventure have rules for adapting it to the Forgotten Realms or Greyhawk? For the comic, they chose the FR option, but in your home campaign it can be it's own world or the FR or your own homebrew campaign world...
Barnacus was our campaign setting for a decade-plus, so we made great use of the whole map.
(It took us about five years to defeat the Snake Pit, but by that point they'd decamped to a nearby dungeon ruin and then a snake-themed island!)
I don't understand the legality here. So much of this is still a straight lift from D&D. Can anybody explain what qualifies as derivative and what doesn't?
I think about Monopoly in this context, and how EVERYBODY I met used the same Free Parking rules that weren't in the printed rules. (And nobody used the auction rules.)
In the 90s, I didn't know anyone who used D&D'S XP rules as written.
I think the only thing that's really important is that...
I mean, I guess they want to keep their game materials consistent and that's fine. But Dragonlance canon is the Dragonlance novels. Drizz't canon is the RA Salvatore novels. And if I'm running something in one of the established campaign settings, MY GAME is canon and whatever it says in the...
A friend ran this as part of a larger campaign where we rotated DM responsibility. (So even though it was a canned adventure, a lot of the details got absorbed into the larger campaign.) I remember it being a lot of fun, but most of the details beyond the basic set-up are murky now. Maybe there...
A friend ran this as part of a larger campaign where we rotated DM responsibility. (So even though it was a canned adventure, a lot of the details got absorbed into the larger campaign.) I remember it being a lot of fun, but most of the details beyond the basic set-up are murky now. Maybe there...
Gary's "original" dungeon and "original" rules predate OD&D. I believe the argument she's making is that she still owns the formative material that predates the published OD&D.
If you look at high-level play as simulating heroes of myth/folklore/tall tales, then these types of skill use are entirely in keeping with the source material, where characters are routinely able to do impossible things because they're so good at doing x.
This book was available at launch in PDF. I still have my copy. They released the first 6 to 10 PDFs in hardback before dropping the practice and pulling all of the existing PDFs.
The whole point of the Tabletop brand is that they promote games that they like. That's like saying their Settlers of Catan episode was a cheap marketing gimmick to sell more copies of Settlers of Catan.
The reason you're getting a lot of push back is that you keep saying things like the bolded paragraph above. You're not comfortable simply saying "I think it's okay for DM's to place limits on their games." You feel compelled to take the extra step and say that any player who would want a...
I don't understand your argument. If folks want to play a character concept that involves multiclassing (e.g. a fighter becomes a cleric) how is " if multiclassing wasn't allowed this would be impossible" a reasonable response?
"Fighter becomes Cleric" is a valid, rules-supported character...