Whizbang Dustyboots
Gnometown Hero
The slave lords modules seem to want players to at least engage with some moral questions, even if it's in a very surface way.Against the Slave Lords has young orcs and hobgoblins
The slave lords modules seem to want players to at least engage with some moral questions, even if it's in a very surface way.Against the Slave Lords has young orcs and hobgoblins
I've mentioned elsewhere that I do wonder if the Calimshan section of the new FR DM book is a bit of a trial balloon to see if "problematic" elements can be done properly in the new paradigm. If it goes well, I bet we'll see some futher "risky" settings/locations in its wake.I really hope Justice Armin gets to do his version of Dark Sun. Not long after it started to look like WotC wasn't going to ever bother (and I think that they really did give up), Justice posted/tweeted that he'd like to take a stab at it. He's only had more WotC work since then, so I could see them taking a look at what he came up with. Maybe he convinced them to give it a shot?
I'd also love to see him tackle Kara-Tur or Al-Qadim. Frankly, give him anything he wants that has "problematic" elements, I think he can handle them!
It certainly stands out from the pack. The rest of them all look, to me, like settings they can package for TV, comics and movies, as they come with ready-made NPCs, images and story types (which they even highlight in their pitch).I've mentioned elsewhere that I do wonder if the Calimshan section of the new FR DM book is a bit of a trial balloon to see if "problematic" elements can be done properly in the new paradigm. If it goes well, I bet we'll see some futher "risky" settings/locations in its wake.
I love that idea.I think it's 13th Age that has dungeons as living eldritch entities, creeping up from beneath the surface. That's always seemed like a neat idea to me, and truly caves of chaos.
Which for me, is perfectly fine. While D&D for me is an escape from the drudgery of reality, I feel like I'm adult enough I can handle a bit of moral gray areas as long as its interesting.The slave lords modules seem to want players to at least engage with some moral questions, even if it's in a very surface way.
It seems I've read quite a bit that you haven't, such as W.B. Yeat's Irish Fairy and Folk Tales. Sure, they aint human, but that doesn't mean it's okay to harm them (even the malicious ones) - trying to do so is likely to get you (and your decedents) cursed.Which part of Goblins were NOT people did you not understand. What part of Grimms Fairytales, The Fairybooks, and Bullfinch's did you NOT understand...or was it NOT PART of your education to even read those (elementary for Grimms, HS for Bullfinch's)?
Return expanded just about every aspect of the adventure, adding more to the original. That is additive and an improvement. I admit I don't know what they're planning to do with the starter, but given the premise of KotB (wildly out of step with WotC's current design parameters) and the IMO meager but still annoying changes made to create 5.5 as just enough of a new edition that you buy $150+ worth of replacement books, I simply have no faith in WotC's desire to trade on KotB in a way that's not simply a nostalgia-fueled cash grab. At best I think it will be a radically different adventure, good or bad, with some of the same proper nouns to get the grognards attention.I get what you mean by it, but how do you determine that whatever the starter set does with it does not fall into the 'try to improve and add to it' category (esp. since you specifically point out 'even attempted improvements') ?
Or in other words, why is Return to the Keep on the Borderlands a proper improvement and the starter set is not? Or are both cash grabs riding on nostalgia?
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Return to the Keep on the Borderlands (2e) - Wizards of the Coast | Adventures | AD&D 2nd Ed. | Dungeon Masters Guild
Return to the Keep on the Borderlands (2e) - First published in 1981, B2, The Keep on the Borderlands by Gary Gygax as been played by more people than any other rolewww.dmsguild.com
It's important to remember that in mythology, elves, dwarves and gnomes were equally dangerous, alien and malicious. The elves and dwarves of Norse mythology are not the kindly folk of Tokien, and Irish elves and gnomes were no better than the goblins you claimed were inhuman. The court of the fey were vicious even at their most benevolent. If D&D was to follow mythology to the letter, there would be no playable races but humans.Which part of Goblins were NOT people did you not understand. What part of Grimms Fairytales, The Fairybooks, and Bullfinch's did you NOT understand...or was it NOT PART of your education to even read those (elementary for Grimms, HS for Bullfinch's)?
This is NOT a mystery.
Someone requested specific fairy tales of stories of goblins with children...most of the fairytales don't have goblins with children. The Goblins are more of creatures that go bump in the night and do evil things.
If we get into the children aspect, that would normally have to do more with elves (and not the Tolkien elves that D&D adapted, but the elves of fairy tales) which varied from good and helpful to evil and mischievous. Same with Fairies and such.
With Goblins and Ghouls and even speaking Animals, Normally children were the ones being plagued or killed or harmed by the evil creatures in fairytales.
I don't recall anything in the fairy tales about Goblins with children.
Is there something in the press-release (or whatever it is that's being talked about here) that indicates the adventure is set in Greyhawk? The OP seems to say the setting is "the Borderlands", same as the original module. It's described (in B2) as an area on the borders of "the Realm" which is surrounded by "the forces of Chaos". This most strongly resembles the setting of Three Hearts and Three Lions by Poul Anderson from which, I believe, it was cribbed.It intrigues me that Greyhawk is getting the core and starter feature while the Realms get a two-book set.