Time for everyone to make money regardless of alignment, God, or creed. The more unsavory, the better!
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.
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.
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.
“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.
I thoroughly enjoyed Captain America: Civil War, but watching it with my wife, I was struck by a few major compromises the film made.