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You are here: Home / Archives for Roleplaying Games

Thinking Outside the Boxed Text

August 27, 2010 by Shawn Merwin

Boxed text is often the first interaction between the writer of an adventure and its players. It had better be good, or Brark the Grimlock Barbarian may have something to say about it.

Filed Under: Editorial, Know Your Roll, Roleplaying Games

The Architect DM: Function & Playability

August 25, 2010 by Bartoneus

Welcome to the second installment of my series about applying real world design concepts to your own personal D&D or tabletop RPG world. Last week’s post was a relatively broad overview of the basic aspects to consider while designing a location. Today I would like to look at a different approach to designing locations, which involves thinking more about how the game will actually play out and how your players (and you as the DM/GM) will use and interact with the environment you’re creating.

Filed Under: Roleplaying Games, The Architect DM Tagged With: architect dm, architectDM, design, dnd, dungeon mastering, Dungeons & Dragons, encounter, encounters, Location, Roleplaying Games, roleplaying games

The New D&D Starter Red Box: A Chatty and Nico Review

August 24, 2010 by The Chatty DM

The first product of the D&D Essentials product line, while likely to be the target of hordes of people who will complain that it is not what it could never be… is what I wished I opened in 1986.

It is an introduction to the D&D game that goes directly to the heart of things.

Filed Under: Featured, Musings of the Chatty DM, Reviews, Roleplaying Games Tagged With: 4e, Cook, d&d 4e, D&D essentials, Dungeons & Dragons, essentials, Mentzer, playing with children, playing with kids, red box, starter set

Upcoming 4e Item Rarities and the Great 4e Rebalancing

August 23, 2010 by Mike Shea

At the D&D New Products Seminar, and on this post from Mike Mearls, it was stated that, from Essentials on out, items would fall into categories of common, uncommon, and rare. Most existing items, he stated, would fall into the “uncommon” rarity. So why does this matter? It matters because it is the combination of item powers mixed with class, paragon path, epic destiny, and class power effects that often unbalanced the game. With these item combinations much more rare, PCs are more likely to stay balanced. Let’s look at a few specific instances where we’ll see this change.

Filed Under: Editorial, Featured, Roleplaying Games

The GM: Everyone’s Best Friend

August 20, 2010 by Shawn Merwin

When the GM is everyone’s best friend, no one has to get thrown under the bus.

Filed Under: Editorial, Know Your Roll, Roleplaying Games Tagged With: adventure design, adventure writing, D&D, forgotten realms, living forgotten realms, organized play

Review: “DC Adventures: Hero’s Handbook” RPG

August 20, 2010 by The Main Event

My only major purchase at Gen Con was the DC Adventures: Hero’s Handbook RPG, which is an updated version of Mutants and Masterminds. After playing in a demo run by (I believe) game designer Steven Kenson, I was certain it was just the superhero flavor I had been looking for many moons. I haven’t run my own adventure yet, but I did play a demo. Here are my thoughts.

Filed Under: Comics, Featured, Reviews, Roleplaying Games Tagged With: dc adventures, hero's handbook, mutants & masterminds, superheros

Chatty’s Toronto Adventure: Fan Expo 2010

August 19, 2010 by The Chatty DM

With Nico’s ear surgery out of the way, it so happens that I shall be at the Toronto Fan Expo from August 27 to 29. I’ve been invited as a gaming guest, alongside Toronto gaming luminaries like Robin Laws and Ed Greenwood… Oh yeah, and that gorgeous red-headed gamer Felicia Day…

Filed Under: Board, Card, and Miniature Games, Musings of the Chatty DM, Roleplaying Games Tagged With: conventions, Fan Expo 2010, gaming, Guest, Toronto

Minions of Differing Flavors

August 19, 2010 by Chris Sims

Just like the epicure needs new and exciting experiences, numerous DMs among us need new ways to mix it up with minions. This is especially true if you feel your minions disappear too quickly to be interesting or seem to be no added challenge. I’m going to attempt to, as an infamous chef might say, help you to kick it up a notch . . . sometimes.

Filed Under: Analysis Paralysis, Editorial, Featured, Roleplaying Games Tagged With: 4e, D&D, DM advice, dungeon master, encounter design, minion, monster, monster design

The Architect DM: Building Foundations

August 18, 2010 by Bartoneus

A couple of weeks ago I did a guest segment on the Dungeon Master Guys podcast about the topic of improvising as a DM. While discussing this with Dave and Quinn I suddenly realized that I have become rather adept at coming up with dungeons, locations, and hand drawn battle maps on a whim when they are needed in my D&D campaign. Both of them quickly suggested that this might be a result of my day job as an Architect and designer. This is the first post in a series I’m calling “The Architect DM” where I will be talking about how the ideas, concepts, and philosophies of designing real life locations can be applied to your D&D game.

Filed Under: Roleplaying Games, The Architect DM Tagged With: architect dm, creation advice, D&D, designing dungeons

Kids and Games: Getting it Wrong is Doing it Right

August 18, 2010 by The Chatty DM

As I looked at my son and his friend play Talisman “wrong”, I was flooded with powerful memories and a striking realization. One of the reasons why I love D&D so much is because I learned most of it by making stuff up while trying to learn it. I got most of it wrong, but I didn’t know then and I still had more fun than any other games I’d played so far!

Filed Under: Board, Card, and Miniature Games, Musings of the Chatty DM, Player Psychology, Roleplaying Games Tagged With: AD&D, D&D, Gamer Dad, Gamer Parent, gaming with children, Gaming with Teenagers, Parenting, playing with children, playing with kids, Talisman

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About the Author

  • Shawn Merwin

    Shawn Merwin is a freelance writer/editor and game designer with delusions of adequacy and a penchant for games and stories. He's worked on several organized play campaigns: Living Greyhawk, Xen'drik Expeditions, Living Kalamar, Living Forgotten Realms, and D&D Adventurer's League to name a few. His design work for Wizards of the Coast includes Dungeon Delve, Assault on Nightwyrm Fortress, and Halls of Undermountain, as well as two seasons of the D&D Encounters Program. His most recent project is co-designing and editing the Fate-powered game Part-Time Gods of Fate for Encoded Designs. You can follow Shawn on Twitter.

    Email: shawn.merwin@critical-hits.com

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