I started to play a game from Turbine called "Dungeons and Dragons Online" or DDO for short. At some point this year the game became F2P (Free to Play). The first thing I noticed is that you can interact with your environment, as in you can destroy boxes, pots, boarded up doors and barrels. The second thing I noticed about the game is that it seems that its partly an Action game as well as an RPG.
Continue reading...Tuesday, September 22, 2009
I've had a chance to tryout four of the playtests released from WotC for their upcoming Players Handbook 3. I'm not sure if I should be excited or afraid of this next release. It plays around with how a normal turn works and how a normal character acts which could be a really interesting development or something that adds way too much complexity to the game.
Continue reading...Tuesday, September 15, 2009
One of the things I love in a campaign is intrigue. Don't get me wrong, I can still enjoy more straightforward games, but I love it when everyone has their own agendas and when those agendas conflict between people. It can be difficult to create it well though. It is very easy to end up with, instead of intrigue, a frustrating machination of plot or characters so transparent that the party never has to wonder about them. So how do I try to create good intrigue?
Continue reading...Wednesday, July 22, 2009
I have had the dubious pleasure of having lots and lots of time to think over the past two weeks. The Friday before last my back decided to freak out on me. This left me unable to work for nearly a week, not that it’s completely better even now. Normally I wouldn’t mind so much; I’ve certainly got plenty of writing to catch up on, both for this site as well as a couple short stories I’m tinkering with, but with my back hurting so much I couldn’t focus enough to write decently, so I actually got farther behind on my reviews. So now you get the joy of me rambling about what I learned in my time of pained reflection.
Continue reading...Wednesday, May 20, 2009
I know a lot of people complain about the sheer number of add-ons and supplements Wizards of the Coast puts out for D&D, not to mention that after you buy all the books for one edition they come out with a new one. It's definitely an argument I understand, and certainly some of the books are superfluous. Thankfully this one, Arcane Power, isn't one of those, but is actually a very useful addition to anyone using arcane classes in their games (which let's face it, is basically everyone playing D&D)
Continue reading...Thursday, April 9, 2009
Months back I read an article (I’m afraid I don’t remember where or who by) discussing some of the goals the designers had for this newest incarnation of D&D. A desire to make the bard less of an underpowered class was mentioned, as well as a desire to distinguish the sorcerer and wizard, druids and clerics more fully. They also mentioned a goal of remaking the Aasamir into something a little less silly, on par with the “cool factor” of the Tiefling. I am happy to be able to report that these goals have been accomplished.
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Thursday, September 24, 2009
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