I don't think this was my first issue of Dragon, but it was the first that made an impression. I remember every article and it's been how many decades? What a cover!
Well, okay. I've DM'd 5.14 campaigns from 1-12, 1-20, and 1-12 (again). Have not played any 5.24 yet but have plans to do that in 2026. But I think it's a very hot take that Wizard is unplayable without multiclassing.
Per the adventure, after the PCs clear 2 caves, they level up to 2nd. After they clear 3 more caves, they level up to 3rd. I believe there are 11 caves in total (plus Wilderness encounters) so clearly they're meant to spend the majority of the adventure at 3rd level.
Mine arrived in the mail today.
I would describe it as a light sandbox -- or maybe a sandbox lite -- much like the original. The plot is loose and there's not much guidance as to where the players should go or what they should do.
The Keep is fully described, with shops and NPCs for the PCs to...
Mine arrived in the mail today.
I would describe it as a light sandbox -- or maybe a sandbox lite -- much like the original. The plot is loose and there's not much guidance as to where the players should go or what they should do.
The Keep is fully described, with shops and NPCs for the PCs to...
50 sessions into my 13th Age campaign. Eyes of the Stone Thief expanded to cover all 10 levels. Five player characters who are 5th level with one incremental advance. I'm going to begin accelerating leveling as I'm hoping to wrap this campaign in about 6 months.
I've not been posting regular...
This all seems needlessly argumentative.
If a player chooses a warlock, they are sending a signal. It's a signal that they might want to build a story around their patron. What is that story? How involved should it be? Is the patron an ally or an enemy? The only way you can know for certain is...
I've played 5 or 6 sessions of NBA and...I came away with a very negative impression of the mechanics. Kevin Kulp is doing interesting things with Timewatch and Swords of the Serpentine, but he's pushing a rock uphill. IMHO it's just a bad system in play.
This would be an amazing chance for a DMs Guild Adepts program. Bring in a dozen creators from outside the USA and have them create a post-apocalyptic sandbox for their respective countries.
I have a couple MYZ books. They're cool. I'd love to play it. But it scratches a slightly different itch than Gamma World. Especially from the player side.