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Recent posts by
Eremite:
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Pat o' the Ninth Power wrote:
(snip) OpenDesign's Wrath of the River King is in delve format, and is extremely rich in design and detail and rp opportunities.
The difference though is that Wolf Baur is a good adventure designer. IMO, WotC has only two good adventure designers on staff: Rich Baker (who, coincidentally, is the only WotC employee who is a also a good author) and Chris Perkins (who hasn't had an adventure with his name on it as author since 3/5E's Sons of Gruumsh). Bruce Cordell used to be good but the Far Realm seems to be a reality for him: his latest stuff simply isn't good enough (and, sad to say, he may be the worst FR author of all time).
2E's Against the Giants: The Liberation of Geoff was an excellent skeleton for a sandbox campaign at the same time as paying homage, as it were, to the originals.
If I was running WotC I would have made Revenge of the Giants something like that and then next year released an Epic homage to D1-D3 (just in time for Lolth's official publication for the MMIII). The fact is these two products would have sold well and possibly kept the "grognards" happy as well. And as plot is, IMO, a weakness for the current crop of WotC designers, it wouldn't have mattered because the plot has already been worked out for them.
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Yep... it's another dud 4E adventure by WotC.
Seriously, why can't the staff writers put something decent together? I love the 4E rules, the 4E game, but the story guys at WotC have no idea (IMO).
I don't know why they don't just hire the Paizo guys to write the adventures for them without the stats then have the WotC guys go back and add in the crunchy bits.
Seriously, again using that word, WotC needs to realise that it has a quality problem with the adventures it has published. With very few exceptions (and Rich Baker's name is the only one that basically guarantees there will be quality) the adventures that are being published are simply not up to scratch, and certainly not comparable to Paizo's offerings either now or in the "dead tree" Dungeon era.
I think Bill Slavicsek needs to stop writing Ampersand columns informing the world about how important he is and get down to the basic business of making sure that adventure products his team (and he loves to remind us that they are "his") produces are great products. Rich Baker can't be expected to write everything, can he?
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I'm running in the new timeline primarily because I like the DDi tools so much I just want to stick to canon as represented in the character builder etc....
I use older products, particularly the maps, as inspiration. It's very easy to convert an old 3.5E (or earlier edition) site into a post-Spellplague dungeon/ruin and the earlier edition descriptions can help spark ideas for the site.
Frex, I have a campaign centred around Silverymoon. I wanted a simple dungeon to run as an introductory adventure and looked at the map from 3E's Silver Marches product. I saw Rauvinwatch Keep about 20 or so miles west of Silverymoon and decided to make that a ruin touched by the Spellplague.
It's cool because I can use the earlier description to give some underlying logic and backstory to the dungeon and any lore-nazi (and I don't have any) would be able to find the easter egg that this represents.
My only real complaint about the 4E version of the Realms is that the maps are just so appallingly bad. They would have to be the worstmaps that I think WotC have ever published. I don't think I am being guilty of hyperbole for saying that.
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Here are some of my suggestions for managing/dealing with depression.
1. Exercise.
Regular exercise has to be one of the absolute keys to banishing depression. Keep the weight off and radically change your eating (and drinking) habits. And then exercise some more.
2. Invest part of your life in others and not just for show.
3. Do good. Be good. Keep your conscience clean. A clean conscience is vital for dealing with depression.
4. Make your bed everyday. Some may read this and laugh but part of controlling depression is making sure you don't break off normal disciplines simply because you're feeling depressed. When you break those disciplines you feel guilty... which leads to further depression... which leads to a breaking of disciplines etc.... So, really, make your bed everyday. Ideally, try and keep your bedroom really tidy.
5. Exercise some more. Endorphins are better than drugs.
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Disclaimer: For months I hated the new Realms. Until now I don't really see them as the -real- Forgotten Realms but I have grown to appreciate the setting.
This is what I like about the new Realms:
- It really is a clean slate. The overwhelming nature of the Spellplague really gives a DM, especially a new DM, licence to make the Realms their own without any need to have researched the minutiae of Realms history. And some DMs need that explicit licence.
- The Player's Guide is the first time that there has actually been a Player's Guide to the Realms. Other products may have had the name but they also served other purposes.
- I am addicted to WotC's online tools and their character generator as are my players. That's actually what forced my hand, as it were, to convert over to the new Realms.
- You can still use a lot of the older products for inspiration, particularly for sites for what are now ruins and dungeons! ;)
- Each country or region in the Campaign Guide gives you enough hooks and ideas to spark quite a few adventure and campaign ideas. Sure, there are only 2 or 3 pages but they're generally quite well written (and I love the consistency with the information in the Player's Guide).
This is what I don't like about the new Realms:
- The maps suck beyond all suckage. I don't know how else to express that. They suck beyond belief. I accept that a conscious decision was made to limit the amount of detail but the maps are appalling. Terrible. Waste of time. And too damn difficult to edit to add in interesting stuff... and even if or when you do the maps still suck.
- A lot of the canon explanations for what has happened suck. Suck beyond all suckage. Check out the "bizarre love triangle" involving Tyr, Helm and Sune (IIRC). Someone spends too much time watching soap operas for inspiration.
The Cormyr backdrop article had a wonderful map of Cormyr. I don't care if we never see a backdrop article again but I honestly hope that we will see more maps of that calibre.
On balance, I do recommend the new Realms if someone is looking for a 4E setting.
PS: Sorry about the overuse of "suck/suckage". I just didn't know how else to explicitly state how much the maps, um, suck.
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FlashMan wrote:
Sorry to be a stickler, but
1.) You can't commit Seppoku because your not samurai. Seppoku is for nobles do to the fact that it requires a "second" to remove the head after the deed is done, or if it looks like it's about to end too soon. the best you could hope for is...
Seppuku. The letter "o" does not appear in the word.
FlashMan wrote:
2.) Harikiri. It's spelled and pronounced Harikiri. (Ha-Rl^e-K^e-R^e)
It's actually hara kiri: Hara means stomach; kiri means cut.
Shall I also apologise for being a stickler? ;)
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My first DM, the guy who both taught me how to play and convinced me to play only about six times in the past 25 years, was the worst.
All characters were pregenerated by him using the 3d6 method so the character sheets were basically collections of 9s, 102, 11s and 12s. His essential philosophy was that everyone was average so there should be no high ability scores or bonuses from same. Sadly, this is also his philosophy in real life.
Weapons were also randomly determined... as were spells, even for clerics!
Adventures consisted of getting to a dungeon and then exploring it until you died. And this is where some more "interesting" rules came into effect. You see, his view was that because a dungeon was such a dangerous environment you could not rest there so there was no recovery of spells or overnight healing. Oh, and you weren't allowed to exit the dungeon to find a safe place to rest. If you tried that, the inhabitants would attack.
Anyway, I'll stop there. Suffice to say I learnt the basic rules from his and DMed thereafter.
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Eric Boyd wrote:
I think it would be interesting to create another Adventure Path out of previously printed adventures, updated to 3.5e. Admittedly, they would be far less loosely connected than Age of Worms or Shackled City, but I bet you could weave together a compelling meta-plot.
I'd also be thrilled to purchase a compendium of adventures set in the Realms, updated to 3.5e.
--Eric
Great idea.
Another way would be to have a generic adventure path but include conversion notes for each campaign world or, as was done in Night Below, include the campaign-specific options (such as deity names) with each NPC etc....
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Erik Mona wrote:
(snip) And then there are the planes, which are sort of like a campaign setting. Look for a 10,000-word "Far Realm" article from the place's creator, Bruce Cordell, in #330. I've also got a juicy article by James Jacobs on Pazuzu which is shaping up to be the first in a series on cults of D&D demon princes. On deck: Zuggtmoy, Fraz'urb-Luu, and Baphomet, with others like Vukarik in Chains waiting impatiently in the wings (if the features prove popular, of course).
Popular? Absolutely. This is the sort of stuff Dragon should be publishing.
I don't want or need Sage Advice (if I really want a rules question answered, I prefer the ENWorld boards to the official reply) or fiction or broken "crunch" for uber-PCs but I do want articles that expand the more interesting parts of the D&D backstory.
You're the man, Erik!
PS; I'm one of those who is happy to see articles for FR, GH and Eberron. I like all three worlds and am also looking for more information on them.
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I've been a subscriber from Australia for nearly two years.
The first year (when the distribution problems were really bad), every second issue went missing but the friendly customer service people simply sent me a new one.
The second year I seem to be down to every third issue going "walkabout" but, again, customer service fixes this pretty quickly.
I should mention, though, as it takes 8-10 weeks before the magazine reaches me... it takes 8-10 weeks before I know that I need to contact customer service because the magazine hasn't arrived. I should also mention that it only takes about 7-10 days for the replacement issue to arrive.
Considering the premium that is paid for an international subscription I am surprised both by the delays and the irregularity of deliveries.
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