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First Post
How many of you have taken inspiration for your campaign from Joel Rosenburg's Guardians of the Flame series?
As a brief synopsis of the first book in the series, titled The Sleeping Dragon, several college students sit down for a pseudo-D&D campaign, and end up being sent into a very grim and gritty campaign world by the DM. The series focuses on their exploits and encounters in this world, which I won't give up to much about--read the books if your interested.
To start this thread off, here s what I have learned from the Guardians of the Flame series, and applied to my DMing.
-PCs are not invincible if they are stupid. One of the PCs in the book dies off in the first few hours because of stupidity and overconfidence on his part. Even long-term characters are at risk.
-A number of my house rules are inspired from his writing. For example, a rule that governs blindness caused by sudden transition from darkness to light, or vice versa. Lets my players pull the 'I throw a torch into the oil barrel and use the cover to slip the dagger into my hand' trick. Very cinematic.
-Wizards keep their heads down during a siege or battle, because a lightning bolt slinger soon becomes the #1 target. Rosenberg comes closer to explaining how huge battles and castles can exist in the same world as teleporting, flying magic users.
-What can be done with magic if the casters really think it through. For example, a type of gunpowder that is actually super heated water compressed into a tiny pellet made unbreakable by magic- touch it with water, and it goes off. Pow. The conlfict between earth-introduced technology and magic is handled very well.
-His depiction of nobility. They have the power, and the corruption that comes with it.
Any other readers want to pitch in with what they thought of the series (and the related books, ex. Not Exactly the Three Musketeers )?
As a brief synopsis of the first book in the series, titled The Sleeping Dragon, several college students sit down for a pseudo-D&D campaign, and end up being sent into a very grim and gritty campaign world by the DM. The series focuses on their exploits and encounters in this world, which I won't give up to much about--read the books if your interested.
To start this thread off, here s what I have learned from the Guardians of the Flame series, and applied to my DMing.
-PCs are not invincible if they are stupid. One of the PCs in the book dies off in the first few hours because of stupidity and overconfidence on his part. Even long-term characters are at risk.
-A number of my house rules are inspired from his writing. For example, a rule that governs blindness caused by sudden transition from darkness to light, or vice versa. Lets my players pull the 'I throw a torch into the oil barrel and use the cover to slip the dagger into my hand' trick. Very cinematic.
-Wizards keep their heads down during a siege or battle, because a lightning bolt slinger soon becomes the #1 target. Rosenberg comes closer to explaining how huge battles and castles can exist in the same world as teleporting, flying magic users.
-What can be done with magic if the casters really think it through. For example, a type of gunpowder that is actually super heated water compressed into a tiny pellet made unbreakable by magic- touch it with water, and it goes off. Pow. The conlfict between earth-introduced technology and magic is handled very well.
-His depiction of nobility. They have the power, and the corruption that comes with it.
Any other readers want to pitch in with what they thought of the series (and the related books, ex. Not Exactly the Three Musketeers )?