February 13th, 2008


GMing Tools for Success

As per the two posts by tashiro, I think this might help him and many others get a better idea of ways to help characters in a roleplaying game avoid and/or escape impossible to win scenarios.

"What approaches have other GM's taken to help a group of players out of an impossible situation, without it being contrived or overtly railroading a player's ability to affect the environment?"
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The Iconics

So I recently got a copy of City of the Spider Queen and though I probably won't have the opportunity to run it exactly, I brainstorm games regularly. I love the idea of a big conflict in the gloomy and practically unknown subterranean fairyland of the drow - and in worlds beyond the Prime Material Plane - that boils over into an unsuspecting surface world.

Thing is, when you hear gamers talk, people who play D&D detest drow almost as much as bards (presumably a good-aligned drow bard would be sort of the ultimate target for gamer hatred). Do you think a GM could ever get away with using drow in a scenario without it being tired and hackneyed?

Would it help to have the limit of strictly old-skool drow - they're bad guys considered mere bogeymen in elf folklore, barely mentioned in anyone else's, rather than having a million and one good-aligned renegades running around the place?

Which brings up the next question. D&D is full of seriously iconic stuff; giants, beholders, kuo-toa, mindflayers, githyanki, and so on. Stuff we've been running into in games since the '90s, '80s, or '70s depending on when we started playing. The drow have been especially used, reused, rereused, and rererereused, but what about those other iconic monsters? If you use those big iconic critters in a game, is it cool - is it classic D&D as we love it - or is it more like done to death?

Of Gods...

I'm on the brink of launching my own homebrew campaign... problem is, I need deities still... So, to any willing DM/player/artisan, I open this challenge... help me populate my world with deities.. Send me messages and such if you have questions (which would be a good idea anyway), and we'll see what we can't do..

For those interested, I'll put a post of the history of the world-creation up here, too, something I've already finished.

Background "world-creation" info, part I

So.. before I go too far with this..should I put these behind a cut, just in case some people here don't want to be bothered with it?

D&D history/backstory
In the time of nothingness, there came to be the Great Beast, Khain, who willed himself separate from the nothing and thus was born. The Great Beast then howled, and in that howl, the stars that litter the darkness of nothing were created. Khain took two bounding leaps; the first time, where his feet met together, the sun was created. On the second leap, the moon was created. From these leaps, the Great Beast then curled up in the middle of the nothing, and slept, for creation is not an easy task.
As Khain slept, the earth grew around Him, a shell to keep Him warm. From the shifting of His body, the mountains and valleys were created, from His very breath, the air people now breathe was formed.

When Khain awoke, He realized He wanted for a partner and a friend. Taking from His own essence, Khain created the She-Beast, Maiya. Khain and Maya played together in the vastness of the nothing, occasionally forming new planets in the process. Thus, the Realm of Khain was created.