I've been running games in a FLGS for years. Initially it was a 5e game a decade or so ago where the players were folks I'd met at a different FLGS but who I didn't know well enough to want them in my house. On top of that, two were women and I wanted to make sure they felt safe coming to play...
I run two weekly DCC games; one at a local coffee shop and one online for my kid and his friends. We always roll initiative every round, which helps keep people interested/paying attention, and I have always encouraged people to describe what their characters do with a flourish. I also try to...
These days I run DCC modules in my weekly Road Crew game. I rarely read through them ahead of time, though, so I end up doing a LOT of improvising.
So maybe call it "guided ad-lib?"
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We included hakimas - it's one of the character kits, and it's on on page 81. Or am I not understanding what you mean by "the end?"
In theory I like the idea of elemental wizards, especially in a land like Zakhara where elemental magic already has a strong presence...
Hi there! I'm the guy who wrote Campaign Guide: Zakhara - Adventures in the Land of Fate, which is the 5th Edition conversion of Al-Qadim that folks mention above.
d20Arabia is headed by Ahmed Aljabry, who was our main cultural and language consultant on the book (we had a total of three...
When I started playing in 1994, AD&D 2e was the norm. Of course, I didn't even fully grok that 1e was a different thing for ages, and I know I had at least one Basic Gazetteer too (The Golden Khan of Ethengar). The rules for all of them were compatible enough that I didn't have any trouble using...
Awesome article (series). Thanks for the recap!
I had a subscription to Dragon from late in the TSR era to early in the WotC era, and at some point Dungeon as well. I loved reading though it and dreamt of being published in it, but never submitted anything. Also, to my recollection, I don't...
I tend to hold Magnolia as one of the best movies ever made; I totally get the "hey, it's Tom Cruise!" thing but Cruise made both Magnolia and Eyes Wide Shut specfically to play against his normal fare and they both worked well in that regard.
It's funny; I have a bit of an issue with Daniel...
I see what you're going for, and it looks like this system would accomplish your goal. But I have to ask: how big an issue has this been, really? I don't think I've ever worried about it.
I have always taken the aproach that just like when gaining a character level, adding a skill rank...
I cast my vote for Dungeon Crawl Classics. I love the system, love the game, love the modules, and have published a few things for it as a 3rd party with more to come. I run a DCC game every Tuesday evening at a local coffee shop/chocolatier, and I love the group dynamic and the overall experience.
The Immovable Rod - and Uncommon item that is insanely useful, especially if you can get two or better yet 3 of them. Climb up or down sheer surfaces, bar a door either open or closed, pin an enemy down, cross a pit, the uses are near endless.
I love the freedom for the game(s) to do absolutely anything and take me/us anywhere. I have never been a video gamer, largely because I'm constantly frustarted by the constraints of what someone else decided is possible.
And there is absolutely no rush in the world like seeing a character...
I'm joining the "let her be, and roll with it" chorus. If more experienced players had thrashed my first ever campaign - where I did in fact hand out +5 vorpal holy-avengers or similar - I might not have even bothered to keep going.
Especially if I was a young woman and some know-it-all just...
My solution: run DCC modules. While they promise an old-school style of play and deliver to some extent, they pretty universally feature interesting setpieces, unexpected encounters (both with creatures and physical features) and innvative solutions.
Take a look at The Portal Under the Stars...
A "hit" in my games is "causing damage." So a character might make a failed attack roll against an enemy and have the blow just glance off armor or a shield; a successful attack roll means the attack penetrated defenses and caused damage and/or another desired effect.
I absolutely adore Eberron as a setting; once i got over the fact that my submission in the setting search contest didn't win (and in truth, it absolutely did not in any way deserve to), I was really curious as to what did. The Eberron previews they published in the runup to the setting made my...