After roughly a year with extremely limited time for roleplaying games, I was invited by a close friend to play in his newly starting modern day, Cthulhu-esque campaign using the early release Fate Core rules from the Kickstarter from Evil Hat Productions. I had heard quite a bit from Dave and other friends about the Dresden […]
As a DM that runs a tabletop RPG, it is your right and privilege to strike towns, lands, and whole continents with whatever form of catastrophe or disaster that strikes your fancy. Whether it is a terrible plague, massive tidal wave, or vicious invading army that sweeps through the area and all but wipes out the native inhabitants it is up to you to determine what happens with that location once the initial catastrophe has passed. These events could have happened hundreds of years before the characters were born or they could be the climatic event that finishes off a chapter of your game and opens up a new one. No matter when it happens, it is up to you as the DM to figure out how these events will effect your game world and how the players will experience the event and the aftermath.
I discovered Legend of the Five Rings several years ago, but in the past I have never had a chance to play the RPG system itself and instead have ended up playing Oriental Adventure version of D&D or other systems with strong Asian influences. That’s why I’m very thankful that Alderac Entertainment Group has provided us with the 4th Edition of the Legend of the Five Rings Roleplaying Game core book, which is right off the bat one of the most beautiful RPG books I’ve ever seen. Plus a contest to win a copy of the L5R core book!
Without boxed text to rule an encounter, will anarchy reign? A continuation of the discussion of boxed text, in which Thomas Paine get invoked and a cockfight breaks out.
While at GenCon this year there were many events and seminars which I wanted to attend, but one of the seminars that I really didn’t want to miss was the High Level D&D one hosted by Bruce Cordell and Stephen Schubert from Wizards of the Coast.
The second arms and equipment resource book, Adventurer’s Vault 2 is much like the first installment but this time presenting a myriad of items for (as the cover says) ALL character classes. This book begins to fill out some of the under represented classes such as the Swordmage and most of the PHB2 classes that missed out on the items in the first Player’s Handbook and Adventurer’s Vault.
Continuing a series of posts I did in May, I take a more in depth look at each monster entry in the 4th Edition Monster Manual 2!
Just before the Player’s Handbook 2 was released back in March I wrote an inquisition asking which power source people most wanted to see in the PHB3, the source that won the poll was psionics so it seems the PHB3 is shaping up to meet a lot of expectations already but unfortunately shortly afterward we discovered that WotC has abandoned the Ki power source concept which came in second in the poll.
Divine Power is the latest sourcebook for the 4th Edition of Dungeons & Dragons that includes new options for the Avenger, Cleric, Invoker, and Paladin classes. Each class gets a new build along with a ton of new powers, paragon paths, feats, and epic destinies. If you or one of your players is enjoying playing a divine class then this book is definitely a must have, but there are actually a surprising number of features that other players and DMs will want to borrow your copy to read as well!
If you’re an Eberron fan and a 4th Edition player than there’s really no doubt that you’ve picked up the Player’s Guide today or are planning on picking it up in the next few days. I’m going to leave reviewing this book to other people this time, though I do recommend going over to Geek’s Dream Girl and checking out a selection of early questions that she answered about what’s in the book, instead what I’m going to present are the reasons why everyone who doesn’t already own this book is going to want to buy it!