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You are here: Home / Archives for D&D

Booty Talk

October 21, 2010 by Chris Sims

One of the problems with the usual take on magic items is that most of them provide simple mechanical benefits without doing anything truly interesting. This isn’t a fault in and of itself, since magical trinkets need to affect the game in some way. The essence of the problem is when the game renders such mechanical bonuses mundane by assuming the characters have them. The developers increase the challenges in the game based on such assumptions, rendering the potentially fantastic merely necessary.

Filed Under: Analysis Paralysis, Editorial, Featured, Roleplaying Games Tagged With: 4e, D&D, magic items, Treasure

The Architect DM: Give It Some Structure

October 20, 2010 by Bartoneus

Today I’m going to focus on what could be considered the biggest and most important architectural element that anyone could use. As things go, this element may also be one of the most overlooked when it comes to dungeon design for home games or even in published adventures. I’m talking about structure, and not the kind that makes sure your adventure has a beginning, middle, and end (though it can help with that with surprising ways) but the kind that if it were simplified to its most common element: you could just call it columns and walls.

Filed Under: Featured, Roleplaying Games, The Architect DM Tagged With: advice, architect dm, building, D&D, design, dnd, Dungeons & Dragons, Location, Roleplaying Games, roleplaying games, structure

Mutate Your Game

October 14, 2010 by Chris Sims

The new D&D Gamma World game is a crash course on reskinning. Character creation, from concept to equipment, is a real-world exercise in putting your imagination’s images over a mechanical chassis in a simple game. Sections in the rules cover the process, from the “Reconciling Contrary Origins” segment to the “What Does it Look Like?” sidebar on equipment.

Filed Under: Analysis Paralysis, Board, Card, and Miniature Games, Columns, Editorial, Newest Critical Hits, Reviews Tagged With: 4e, character concepts, D&D, fallout 3, gamma world, reskin, reskinning, Thundarr

The Architect DM: The Inverse Office Dungeon

October 13, 2010 by Bartoneus

I’d like to share an experiment with you, it’s something I’ve done to a minor extent and I believe it might be helpful to other people out there as well. Let’s say you find yourself in the situation where you need to design a dungeon and can’t think of how to do it, whether it’s a spur-of-the-moment situation or you’re just stumped while planning for next week’s game, you need a dungeon and can’t seem to figure out what to do.

Filed Under: Featured, Roleplaying Games, The Architect DM Tagged With: architect dm, D&D, design, dungeon, Dungeons and Dragons, roleplaying games, Roleplaying Games

Chatty’s New York Trip Highlights, Part 1: NYCC and D&D

October 12, 2010 by The Chatty DM

In which Chatty DM Phil starts telling you ALL about is New York Nerd trip. Well not all of it… just the crunchy parts. Enjoy!

Filed Under: Musings of the Chatty DM, Roleplaying Games Tagged With: comic con, convention report, D&D, D&D essentials, Learn to Play, new york, nycc

Do the Evolution

October 7, 2010 by Chris Sims

What if we imagine the original D&D game as the evolutionary link between wargaming and modern roleplaying games of all sorts? Every derivative game has some part of the original, signs of its ancestry. Like with organisms, variations from the original are introduced in the process of creating a game. Further, more game “offspring” tend to be produced than the gaming environment can support. Traits that ensure survival in a given environment become more common in descendants.

Filed Under: Analysis Paralysis, Editorial, Featured, Roleplaying Games, Video Games Tagged With: 3e, 4e, D&D, evolution, game design, game theory, pathfinder

The Architect DM: Fantasy Buildings 101

September 29, 2010 by Bartoneus

When it comes to designing locations and buildings, the DM/GM has a much more daunting task ahead of them than most players or even the DMs themselves realize. Thankfully in most of the RPGs we play and run it is far from crucial that the design of the world is 100% accurate and entirely believable. Most players are willing to suspend their disbelief to an incredible level and almost all DMs don’t really have the time to make sure every location they put into their game is believable. However, creating an environment that is believable can actually make your players lives easier because they will buy into the game on a more unconscious level. This added level of believability just might turn out to be the whole new layer of depth that your game needs.

Filed Under: Featured, Roleplaying Games, The Architect DM Tagged With: architect dm, building, church, D&D, design, dnd, Dungeons and Dragons, fantasy, guard post, Location, Roleplaying Games, roleplaying games, temple, town hall, wall

Loss Builds Character

September 23, 2010 by Chris Sims

Loss shapes us. How one responds and moves on from loss can have a profound effect on the shape of one’s life in the near and far future. In this world, loss is inevitable but often without deep impact. We don’t live in a place where kobolds can eat our babies or a maniac can call up the avatar of the Mad God. Our characters do, though.

Filed Under: Analysis Paralysis, Columns, Editorial, Featured, Newest Critical Hits, Roleplaying Games Tagged With: 4e, background, character advice, D&D, DM advice, loss, narrative

The Architect DM: Environment and Interaction

September 22, 2010 by Bartoneus

It’s been a few weeks since my last Architect DM post, but don’t worry the series will continue and there seems to be a lot of information to cover! In my last post I talked about function and playability of a location in a more general and meta sense, but what I originally started that post to discuss was the specifics of how the environment is experienced. One of the most crucial considerations when it comes to design in Architecture is the human experience of the environment, after all the buildings are designed by humans for our own use and appreciation.

Filed Under: Roleplaying Games, The Architect DM Tagged With: advice, architect dm, D&D, design, dnd, Dungeons and Dragons, environment, roleplaying games, Roleplaying Games

The PAX Report

September 9, 2010 by Chris Sims

Like all good things, PAX ended. Due to required nuptial witnessing, it ended on Saturday for me. Oh, I’m not bitter. In fact, I feel privileged that PAX is local. With all this good stuff happening before, during, and after the show, it’s sure to become one of my yearly rituals. Here are some high points of my trip to the show.

Filed Under: Analysis Paralysis, Columns, Editorial, Featured, Newest Critical Hits, News, Roleplaying Games, Video Games Tagged With: convention, D&D, Deathspank, dragon age, Fable, Fallout, pax, penny arcade, pvp, TERA

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About the Author

  • Chris Sims

    Chris Sims has played roleplaying games for 35 years, and he has helped produce games for more than a decade. Before he set up his freelance shop in the wilds of Austria, he was an editor, developer, and designer at Wizards of the Coast. There, he worked on Duel Masters, Dungeons & Dragons, and Magic: The Gathering. Ask him something via email that might receive a response in a post, and follow his tweets.

    Email: chris@critical-hits.com

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