• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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I don't know how much interest in the community there is for this, but it's the sort of thing that I'd love to see.

I'd call my column an orc by any other name. The idea is to take some contentious/unloved element of the game and to put a re-skin spin on it, to make it palatable and appropriate for people that don't like it as written. The emphasis is on re-skin, I'd change very little (if any) mechanics--only the flavor or background of the element in question. I want to showcase how a creative player or DM can adjust the narrative to meet their preferences. I'd give a few examples and invite the readers to supplement with their own suggestions. In time, readers would have several options to customize their play experience without having to necessarily depend on a particular set of mechanics.

Don't like orcs? Use the stats for orcs, but make them a tribe of humans that were exposed to the corrupting blood of a dying god of war and bloodshed. Or give them a Klingon-esque culture that's obsessed with honor, and the only real way to gain honor is through conquest. Or make them mutant dwarves from the Underdark that have degenerated into savagery after taking up residence in caverns contaminated by radioactive materials.

Don't like rapiers in a world where heavy plate armor is in common use? Then take rapiers out and let people use Weapon Finesse with scimitars (which are nearly identical in game terms anyway) for the rogue-types that like fast, agile swords.

Don't like Vancian magic? Use the mechanics, but change it so that their preparation time is a ritual spellcasting session where they conjure forth the power of the cosmos, leaving one critical gesture (somatic component) or phrase (verbal component) undone, effectively "pausing" the spell until needed--the power of the spell is released when they finally complete the ritual. Or make it so that a wizard's spell reparation time is a trance where they commune with their mystic ancestors and learn ancient secrets from the wizards that have come before. Their "spellbooks" are accounts of the ancient wizards with whom the seek to commune, and each individual spell is prepared from an ancient "patron wizard" that joins an arcane afterlife where other wizards can commune with them. Or make it into a time where the wizard must meditate to balance contesting mystical energies within their body. The spellbook becomes a set of ritual tools designed to purge their bodies and teach them discipline, such as special oils that must be applied to their tongues or henna tattoos that must be applied to their hands and vanish when the spell is cast.
 

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I would be interested in writing a monthly column that takes one particular fantasy element and explores its historical counterparts. This column would be system neutral as it would be used to help provide additional flavor and detail into various elements of your game.

For example, the classic tavern as a starting point for all too many adventures. The column I have in mind would take a look at historical taverns of years long past and describe some of the basics they had, their look, their feel, their clientele. A reader can take these historical elements and easily use pieces of them to add more detail and depth to their own fantasy taverns.

Other buildings would receive a monthly article dedicated to them, such as stables, churches, blacksmith shops, tanneries and more. Readers would learn just what tools do exist in a tannery and a little about the work flow. With this “history in a nutshell” column readers can pick bits to make these services in their fantasy world seem more real without needing to do the research themselves or provide a jumping off point for additional research.

In addition to covering buildings and other common locations in fantasy games the column would also take a look at various weapons and their history and usage in the past. Crossbows, longbows, long swords, axes would all be written about. The information presented in the article would help GMs and players learn more about the weapon’s history and provide details and facts to help add flavor to their own weapons carried and used.
 


No interest in writing it but think these would be interesting:

1. The history of Enworld

2. How to get the most use out of the site from the following perspectives:
a. Player
b. DM
c. Publisher
d. Maybe freelancer
 

Into the Woods

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