Reflections on the story of Get Bit! and how it made the journey onto Tabletop, and what effects it has had on one game designer’s life.
The most common complaint associated with Games Workshop games is that they are too expensive. But fear not friends! This is an expensive hobby, but there are ways to stretch your money and keep some of it in your wallet.
Last week Wizards of the Coast released a new class for Dungeons & Dragons 4th Edition called the Assassin, an exclusive class only available to subscribers of their D&D Insider service. I was very intrigued by this new class, so I asked if designer Mike Mearls would be able to answer some questions for us.
Dave and I both started running 4th Edition D&D campaigns when the system was released, now over a year later Dave’s game is solidly into the paragon tier while mine looks to be entering paragon in the next few weeks.
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.
Character level is one of the core concepts behind most roleplaying games, and it has been at the core of D&D from the very beginning as an indication of a character’s abilities, power, and influence in the world. Back in Original D&D they were so distinguished that each level had a different name depending on your class – a Fighter became a Veteran, Warrior, Swordsman, Hero, and eventually Myrmidon, Champion, and finally a Lord.
Mythic Design has released a new product called Adventure Art in a series of issues, with the subtitle “Professional Artwork for Use in Your Roleplaying Games”. They were kind enough to provide us with the first issue which is for May/June 2009, which is a nice looking collection of artwork from the archives of AvatarArt.com. […]
The DM companion book to the Eberron Player’s Guide, the Eberron Campaign Guide presents all of the information a DM could need to run a 4th Edition D&D game in the unique and interesting fantasy world of Eberron. Unlike the Player’s Guide, this is a book that mostly only DMs who want to run a game in Eberron are going to want to buy.
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.