No newspaper circulates with evil want-ads in the back. No Quest Givers sit around in taverns trying to get evil to go on evil missions and join Evil Empires.
Why do you suppose the PCs win nearly every D&D battle they have? There’s an illusion of threat, but how often does the party really lose a fight?
A household evil name is more than a brand. It’s a stamp of evil quality. Murder Hobos know what they’re getting when they run with that brand.
When we started a new D&D campaign, my players made it clear: they’d much rather not start at level 1 again.
Generation of the world or universe, the setting, is important to numerous aspects of creating media, from novels to games. Careful design can’t be undervalued.
Our gaming group got together to start planning a new D&D 5e campaign. I went back into my world-building tools and applied methods I talked about in my Index Card Codex series.
And from that point on, I decided that the ring had a low level curse on it. Where people interacting with the characters somehow knew something about an expensive ring.
“I have this great idea for a game.” In creative circles, it’s a phrase that gets joked about because it’s often followed by some variation on “…and you should make it for me.”
Spells have a special problem: they’re information. Spells are knowledge which, when learned, perform a specified effect.