Out there, lurking in the deepest jungles, are things. Things waiting for the smart and adventurous to come around and pop them into their backpacks. Things customers pay enormous sacks of gold for.
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.
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.
Spells have a special problem: they’re information. Spells are knowledge which, when learned, perform a specified effect.
Violence makes things messy and inconvenient. Corporations like things neat and convenient. And bureaucratic.
Taken on its face, football is a bad game. It takes roughly 3 hours to complete only 11 minutes of actual football. If you were forced to play games with such unfavorable numbers, the equivalent would be an eight player game of Talisman.