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![]() undeaddragonhunter wrote:
Hey, just read that. Congratulations Erik! You do a fantastic job and apparently it's paying off. :) ![]()
![]() James Jacobs wrote:
The delve format seems like a waste of paper, IMO. It seems perfect for a dungeon crawl in that, as someone said earlier, paint-by-numbers way. Also, I know they're pumping the minis game, but while the delve format is initially attractive, it just makes me nervous that it's going to be there to pump the minis and thus discourage cool art, stifle DM creativity, etc. ![]()
![]() Peruhain of Brithondy wrote:
That's why the heal check is for the dead Lizardguy, I think. Or, once you see them spill out, you can cure him. Once you do that you can do the heal check. I'm just worried my party is going to slow worm themselves to death 'cause of all of Ilthane's potions.. oi. Fun stuff. ![]()
![]() Doug Maynard wrote:
Yeah, the picture I got was that basically the King finds out they're there and prepares to kill them, but ye olde Shaman wants to work with them. So the idea, then, is that the Shaman says "shucks, that happened with our old clutch of eggs," and if they didn't fireball 'em (that is, there are living Lizardfolk) you can work out a tenuous peace and get your peeps back? That sounds realistic. Any other input into running this adventure? ![]()
![]() I'm sure this question has been asked, but would any prominent cartographers feel like stepping forward and giving some ideas of how one actually goes about creating Dungeon quality maps? That is, do you use Photoshop and layers? Do you draw things by hand? Do you start out with a beige background, a grid over that and then draw on top of that? How does all of this work? I guess a minor tutorial is what I'm looking for.. I think it would be tremendous fun to do. Thanks. ![]()
![]() Ok, so in the Lizardfolk lair there's a guy infected by a slow worm. He's in 6c, I believe. When you kill him, he explodes with worms and everybody runs off to the tell the Shaman and the King. Here's what I'm confused about: On p.32 of Dungeon 126, Sean K. Reynolds wrote:
So, wait; what are the King and Shaman's reactions? The shaman wants peace, but as detailed in his section, at the cost of killing the King. Does the King react violently either way? Is the only way to get peace by killing the King? Also, if the lizardfolk is already dead, how does the heal check work? Is it suggesting that the PCs would heal him when the battle stops, or do a Heal check to see what's going on? How was this handled in your campaigns? Or how would you handle this? ![]()
![]() Erik Mona wrote:
I think it's cool that you're in a position where you can do that, and you're right, I'm totally getting into this campaign. These adventures are great, and as I said in my letter, these are some of the best issues of Dungeon and Dragon that I've ever seen. I'm not sure why I felt compelled to make the post, but I just thought it was interesting to sort of see that generational gap that has appeared in Dungeon/Dragon material. If you think about everything as cyclical you see certain things coming around for a second swing every 20 or 30 years. In pop music that means you have bands like Franz Ferdinand or The Killers who have an 80s New Wave bent to them. In D&D it means Dragotha rises from the mists of old school Dungeons & Dragons. But then, there's always a disconnect for some people. I hope I didn't offend anyone with my observations. I just thought it was curious. I don't feel like it was selfish to point this out because in some ways I was writing for an entire generation of gamers who missed the early stuff. ![]()
![]() Amurayi wrote:
I've got a feeling that the "next generation" of designers are probably going to be guys like me who grew up on that late TSR stuff. In many ways, I think that 3e gives us the tools to do what couldn't be done then. I find it interesting that D&D has sort of "reverted" to an earlier style, when you truly can be so much more epic, so much more fast paced. Not that I'm not having a good time with this stuff, as I said before. I really am enjoying it and I'm sure I'll have fond memories of it in the future. It just doesn't tug on the heartstrings. ![]()
![]() I read your editorial piece in the new Dungeon and I thought to myself, "I have connection to none of these things." I had never heard of Dragotha, I never played in the Tomb of Horros. The first Forgotten Realms thing I bought was the revised campaign setting in the late days of TSR. For me "classic" D&D (from middle school, when I was in my height of playing) is the original Dark Sun adventure series, Dragon Mountain, Undermountain, and Player's Option books. While I understand your desire to design the classic D&D campaign, for me it doesn't have that same feel. This isn't classic D&D. For me, until 3e came out, this was the D&D of the old guys who wouldn't leave the old game behind (though, oddly, the same guys entrenched themselves even deeper when 3e came out). Now this isn't a negative critique. The Age of Worms is awesome, as I wrote to you a couple of months ago. I just wanted to remind you that D&D isn't the same thing for all people and I, for one, miss some of the more epic things that TSR was trying to do in the late days (even if they weren't exactly succeeding at them). I feel like the Greyhawk setting is generic and my love of D&D wasn't forged in the dungeon crawl style, but rather in a Dragonlance or Dark Sun style of epic adventure. While I love the Age of Worms, it really never tugged any of those heart strings that connect me to the old games. Keep up the good work. Go Vikes. ;)
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![]() Troy Taylor wrote:
Well.. I think we HAVE our official answer. =P ![]()
![]() Erik Mona wrote: I am a Vikings fan, and will always be a Vikings fan (I might move back home some day, dontcha know?). Not sure how I feel about Tice getting fired last week. I was impressed with the six-game winning streak that nearly pulled them from oblivion, and since he had a good relationship with the players I thought maybe he was worth another year or two. Let us remember, "the Sheriff" Denny Green didn't exactly get us into the Super Bowl either. I thought it was pretty dumb to trade Randy Moss, too. I think a lot of locals get too caught up in the "good citizen" aspect of their atheletes. I think a lot of Minnesotans were pleased when he got cashed out, because he didn't really subscribe to "Minnesota nice" and hence had somehow violated the public trust. With the squaking local media filtered out, you don't hear so much about that stuff out here, so it's easier to focus on the football. Trading Randy Moss was a real strategic risk, from my vantage. Amen brother Erik! I thought it was a poor move to lose Moss, but I don't think that Tice was working out. Frankly, I'm still bitter about them sacking Green. ONE losing season and, to quote John Madden, *BOOM!* gone. I thought it was a bit silly. What REALLY irks me is that they didn't even TRY to go after Tony Dungey (sp?). The man had just been released by Tampa Bay, he was one of the reasons that the Vikings were so good in the '90s and yet no one bothers to go drag him in? What kind of planning/thought is that? I was terribly offended. In other "football" news; I'm so going to be in Europe for the World Cup in 2006! Woooo! Oh and uh.. "Cake for breakfast, cake for lunch, we're the ____ Edina bunch!" Haha, that's a blast from my childhood. ;) ![]()
![]() Kamelion wrote:
Hey Kamelion- Firstly, you're welcome. I've been a huge fan of DS3E for a long time and I've tried to get involved to no avail. ;) How would you feel about someone with a little extra cash commissioning some DS artwork for you guys? Who would one take that up with? ![]()
![]() Frankly (on the subject of articles that aren't actually adventures), I've found that pretty much anything that Monte Cook writes is absolutely gold. The man is a genius. Every article I've ever read by him has made me go "Oh yeah!" Not to mention, if I find something that he suggests that I've been doing, it makes me feel like a really good DM. =P ![]()
![]() The Onion wrote:
God bless The Onion. ;) ![]()
![]() Jimmy wrote:
When I started my Sociology major I knew that I had no other choice but to get a PhD with it. I want to be a professor so that wasn't a tough decision to make, but I think these days the way to make it with a degree in the humanities is to get a doctorate and stick it out in academia. ![]()
![]() Jason Bulmahn wrote:
I have to say that I have been hard on Wisconsin. I've actually really enjoyed living here, especially once I moved to Madison. The beer SELECTION is great. Even in Minnesota they just have crap on tap, in Wisconsin it's like a whole new universe of beer choices. Especially if you go to places like the Great Dane where they brew their own! Anyway, I do also enjoy the cheese and the sausages, and I've never been to the Safehouse. But I do enjoy the trees and the hills. Something that Minnesota is lacking in the south. ;) ![]()
![]() I get Dungeon and Dragon, but I rarely have time to really read either unless I put myself to the task. I also read Sociological and Anthropological journals, but since those are expensive I only read them at the library. Also, I take full advantage of JStor and scholar.google.com to read cool articles on stuff I like. Most of the time is spent reading for school. ![]()
![]() Prince of Quarkness wrote:
Frankly, I'd like to see if they could get Keith Baker to do an Eberron Adventure Path. I think that would be totally awesome.. instead of having "how to convert to Eberron" sections work in the other direction. I'd like to see what ol' boy would do with it. ![]()
![]() tylerthehobo wrote:
So, do you think it's just a good idea in general to just take some external notes? Use notecards, make rule notes, familiarize yourself with everything you're going to need and have a good set of notes to run from? What's funny is that in some ways it sounds like more work than my other games. But it makes sense.. tylerthehobo wrote: 2) Know your audience - If your players will be bored to tears by a passage, or if something is inappropriate for your group (E.g. if you run games for your kids and they're young, you might want to remove really grisly or adult details from a description), modify the adventure. Nobody says you have to stick to the script. I've been running Age of Worms for a few months, and I took some liberties with the first module to make it fit my players more. Actually, that worries me. I'm going to be running this on GhostOrb, so I have NO idea who I'm dealing with. I'm sure it's all well and good, 'cause they're all gaming enthusiasts like me (says he who hasn't played a D&D game in 3 years), but the fact is, part of being a good DM is feeling out the group. And if you don't know your players.. that's not so easy. tylerthehobo wrote: Both of the above sound elementary, but they're worth brushing up on. Green Ronin Games' "Advanced Gamemasters' Guide" gives lots of other great tips for adapting pre-fab adventures. (In full disclosure, I was a playtester for that book.) They're both things I sort of figured, actually. I just asked in case anyone had any tricks of the trade they wanted to share. I definitely appreciate the input. Nice plug for Green Ronin by the way. ;) ![]()
![]() Hey- So I've been DMing for a long time, but I've never been very good at running published adventures. They have a tendency to seem contrived and I have a tendency to pause during them and re-read descriptions and stuff. I'm used to being able to write down stats on a page, sketch out a basic map with some basic info on it, and do most of it from the noggin', as I see it. Players love that style, but frankly I just don't have the time to do it anymore. These styles also convert poorly. ;) But that's where I need help; how can I make an adventure seem fluent, natural, home-brewed? What are good ways to remember all of the necessary information so I don't need to go reviewing room descriptions half-way through an adventure? How does one go about making a published adventure seem like it's ones own? Give me some help here. I worry that I won't be able to do the Age of Worms justice if I don't put some serious thought into how I'm going to run them successfully. Thanks,
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![]() Hey guys- So I've been DMing since I was knee-high to an Arcturan Megagrasshopper, but I have this one, tiny issue. The issue is I can't recall having ever actually successfully run a published adventure. I was trained in the hardcore DMing camp, which is all about originality. This is wearing a bit thin as I grow older and busier. I don't have much time to sit and homebrew a campaign, I'm busy (and I'm out of liver of knewt). So I'm left in an apprehensive spot. As stated above, I have never had success with published adventures. They've always felt foreign, contrived, etc. Or, in my opinion, they've just been bad adventures. But then I started reading the Age of Worms. I want to run them, but I'm nervous about doing them justice or about them falling flat on their face because I goofed it up somehow. Working from a homebrew script gives a guy a lot of freedom to function with story, and pretty easily from memory. One of the major issues is that I have trouble concentrating on published material. I find myself not remembering something important and having to read descriptions again, etc., this obviously wastes time, makes me look totally unprepared, and the game quickly breaks down into tangenting. Frankly, in the past, the games have not been fluid like my other games are. I don't get the same reactions that I'm used to illiciting from players, and this is all frustrating. But let's face it, that liver of knewt shortage is pretty bad and I'm also extremely busy, so there's hardly any way that I can run games if I can't run published adventures. So, help me out here! What are some tricks for running published adventures and making them seem fluid, alive, homebrewed? What are some good tips for preparing the adventures so that I'll remember the details I need and won't end up having to re-read or stop play? How can I really make these adventures seem like they're right out of my noodle? Thanks a lot,
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![]() Erik Mona wrote:
I always thought it was cool that TSR was located in Wisconsin when I was a kid. In some ways, growing up in Minnesota and then moving to Wisconsin, D&D always felt like a midwest thing to me. I was actually pretty offended when they moved GenCon. While I'm sure they had their reasons, it just felt like they were taking away the only good thing Wisconsin had to offer. =P ![]()
![]() Phil C. wrote: I am a big fan of the online content! However, I noticed that you're putting more than one thing on a page. Wouldn't it be more conveniant for DM use if you were to put one map to a page? What's the concensus on this? Hey- I posted this months ago and I've heard nothing about it. I was wondering if this was at all a possibility. I still think this is a great idea, obviously, and I figured I'd rib you guys about it a little more. I also thought I'd bring up the idea about high-resolution maps again. It doesn't COST you anything more to put it in super high res, does it? It does take a bit more cartographer power, I'm sure, but I would surmise that these are, in fact, coming into the office at a very high resolution level anyway, right? For those of us with a desire to use minis, it would be totally awesome if you did it. Hope you guys don't mind me revisiting this point. ;) ![]()
![]() Bill Lumberg wrote: Athas.org has some good rules material and some background stuff as well. Just about all of it is available for download free of charge. It also links to some fan-sites that are worth checking out. While I was initially excited to see the DS stuff in Dungeon and Dragon, I was let down. In reality, the Athas.org stuff is far higher quality, and in my opinion, more true to the original setting. I violently love Dark Sun; it was the first campaign setting that I ever bought. I believe that it is the most ingenious campaign setting to date (granted, I've not read Eberron, so I can't entirely back that statement up until I do). While the original DS stuff has tons of inconsistencies, the very basics make for one of the most original and interesting role-playing experiences a player can ever have. My only complaint about the fan stuff is that no one has shelled out any cash for good art. Nothing against fan art.. well, actually, I do have something against fan art. Frankly, it's bad. Getting good art isn't that difficult if you're willing to put up a little cash for it and my guess is that if athas.org asked for some donations for art, people would gladly chip in. I sure would. And Shroomy: do you play DS? You're in Madison, right? I'm in Madison. Get the hint? ;) ![]()
![]() Having grown up in Minneapolis (and actually, I was accepted to the U of M--Twin Cities, but elected Madison because of the Scandinavian Studies department) I have trouble getting over the Twin Cities. I love them dearly and spent a good part of my life going to Twins games and spending tons of unnecessary money at the Shinders in Rosedale (it was within walking distance of my home). In fact, were it not for Shinders (and my brother's older friends) I would've never come across my very first copy of the AD&D 2nd Ed. PHB, which I still have.. duct taped binding and all.. I miss the blue art. :'( As a student in Madison, I also have trouble whole-heartedly cheering for the Badgers (but we keep that on the DL during homecoming week.. haha) because I grew up cheering for the Gophers. The one and only hockey game I've been to was in the old Gophers hockey rink before they quit playing there. I didn't realize there were any Cities natives working at Dungeon. It must explain your exquisite taste in adventures and design ideas. ;) Erik Mona wrote:
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![]() Hey Darin- Thanks so much! I'm glad to know that there are like-minded individuals out there in the Madison area (I'm actually a student at UW-Madison--Soc and Scand Studies major, but you found me via e-mail, so you know that). I, too, had really been burning out on Dungeon and Dragon, but with the reboot and the Adventure Path ideas, I'm more into it than I've been in a long time. So yes, yes, yes, I would LOVE to be involved in a game. I'm especially up for Eberron as I've not played it yet, but it look so fun! I e-mailed you back, by the way.
kodiak71 wrote:
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![]() I've noticed all of this before (and as you've said, this discussion crops up anew every few years). I think it's interesting, however, that in my experience the majority of female gamers are playing stuff like White Wolf. I think that there are other things that turn women off to D&D. For one, there's the nitpicky attention paid to movement rules, excessive amounts of time spent in battle/dungeon crawls, and in the published material (at least in my opinion) there is a tendency to lack real story depth/personal involvement in the reality of your characters. For the most part from simply reading the books (and talking to a lot of players) D&D is a fantastic escape for kids with no friends who want to make themselves feel better by living vicariously through their 14th level fighter and bickering with their friends over combat rules. This is just a different demographic, in essence, than the people playing White Wolf. Vampire is advertised as a "personal" game. Right there, I think is a difference. Now granted, this doesn't mean that women aren't into D&D at all and that these are the reasons. It could very well be the inherent objectification of women and/or sexism that appears in the non-WotC material (WotC and Paizo have both been excellent about that in their OWN material, IMO). ![]()
![]() Mike Schley wrote:
I, of course, think it's a great idea! If you could pull it off that would be totally cool, 'cause it would not be very much hassle and it's not very expensive to get this stuff up blown up at Kinkos. It really enhances the game to have good, solid maps to play with your minis on. Thanks again for you consideration, btw. ;) ![]()
![]() Mike Schley wrote:
I must also say, so you know, that I appreciate the fact that you guys actually read, acknowledge, consider and act upon our ideas and criticism. I am happily downloading and printing the new .pdf for #123 two weeks earlier than I was anticipating having access to it! Thanks! :) That said, what are the chances of you guys releasing just the maps in a super high-resolution format so that they could be enlarged to miniature scale? ![]()
![]() I am a big fan of the online content! However, I noticed that you're putting more than one thing on a page. Wouldn't it be more conveniant for DM use if you were to put one map to a page? What's the concensus on this? Also, I hadn't really been paying much attention, but is it standard that the online content isn't released until the month after it's been sent out to subscribers? I know you're busy, but the sooner the better, if you know what I'm saying.. ![]()
![]() Chris Wissel - WerePlatypus wrote:
Yeah, I thought the peak of this adventure totally ruled! It's going to create a very awesome session, IMO. ![]()
![]() DMFTodd wrote:
I'm not really seeing how the DM is breaking the rules here. If the players REALLY WANTED TO they could get into this box. Even if it means holding onto it 'til they're higher level and not following the "real" outcome of the adventure. I guess I don't see any bastardization of the rules going on here. Also, honestly, a DM "breaking the rules," happens pretty regularly, in my opinion. Sometimes the outcome is just way cooler if you fudge a dice-roll or two. What the players don't see doesn't hurt them, and in this case all they know is that it's too powerful for them. It's not like it says in the adventure "when the PCs try to open the box tell them that you're enacting zero rule and that they can't open it." It gives relatively reasonable, feasible ways for the players to not be able to open the box. As I said above, no big deal. ![]()
![]() Mike Schley wrote:
That's great! What's the schedule for putting up the online supplements? Is it standard to wait 'til early in the next month? ![]()
![]() Frankly, I don't think the "problem" of the box is a problem at all. While, certainly, adventurers should have the chance to try anything that they want, sometimes things can't be done. Just like in real life, sometimes things fail. The characters can't open the box. What's the big deal? They're not supposed to, anyway! BTW: I thought this was a great adventure! I plan on running it as the first in a new game. :) I'm also a little disappointed that the handouts and maps from #123 haven't been uploaded yet. :( ![]()
![]() EbbTide wrote: In any case, for me at least, D&D is about having fun, not about letting everyone in the party die and a whole campaign be lost, just to stick to the rules. I'm with you here. A character dying here and there makes characters fear you as a DM (let's be serious here.. if characters NEVER die, what's the point?), but to kill of the entire party is usually extreme. But if the characters are being really stupid, I say give 'em what they ask for. ;) To answer the initial question: yes, I think I would be more likely to cut the characters a break so as to run the whole campaign arc.
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