Jeremiah McCoy

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Tag: Dungeons and Dragons (page 1 of 3)

The Many Settings of Dungeons and Dragons part 2

Alright, this is part two of my review of the official settings of D&D.  The first one I covered Greyhawk, Mystara Forgotten Realms, and Dragonlance. The first three were developed as home campaign settings that were elaborated on to become settings.  The fourth was made as adventures and was revealed over time. All of these were published when D&D was produced by TSR. Greyhawk was the only one directly influenced by Gygax and, arguably, could be his vision of what D&D settings should be. The rest were mostly developed by other people and sort of reflected range of what you could do with the game.

That said, all of the ones in the 70’s and 80’s at least started with certain commonalities. They all carried a flavor based on western European fantasy. You had Merlin-like wizards, knights, kings, peasents, elves, dwarves, halflings and all the other tropes one associates with western fantasy. While the sword and sorcery genre was what Gygax pointed to as his influences, it is hard to ignore how many of these tropes were influenced by the works of Tolkien. Any proper Tolkienian will tell you the elves and wizards in D&D don’t really resemble the Middle Earth versions. Their presence are elemental to the conception of the fantasy world. Simply put, Tolkien is the gold standard of world building up to that point, so anyone following him will have some similarities.

In the 90’s, and the post-Gygax era, TSR began to experiment more with their settings. They didn’t completely lose those elements and they continue today, but the willingness to experiment away from the classic western fantasy/Tolkien model is certainly there.

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The Many Settings of Dungeons and Dragons part 1

This idea started as a twitter thread. I started listing the various settings of D&D. That was both useful and a reminder of the limits of Twitter.  What I ran into was the limited character count of twitter. This made me abbreviate  the list in places where I shouldn’t have. I also failed to list a couple of major items. This post is part of my attempt to be more thorough.

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The many names of spells and how to change them.

In D&D, spells have names. This is based on some fiction and some legendary sources so it didn’t start with D&D. The notion of names having power is actually pretty old. The concept appears in ancient Egypt and Greece by various terms. By naming the spell, they describe its power.

 

Most of the spell names in D&D are relatively innocuous if descriptive of their effect. A Fireball spell creates a big ball of fire. Simple and easy. Then there are some spells that have little more story to them. They not only describe the effect, but carry the name of the wizard who created it.

 

This has been a part of D&D since the earliest days. It is evocative tells you something of the world. If you know that there is a Tenser’s Floating disk, then you know that Tenser is an important figure in the world your playing in. He made a spell that is important enough that you learned it without meeting him. You might have questions about this Tenser person? or Bigby? or Melf?

 

So, what do you do if your world has no Melf? No Bigby? Do you just leave them the same or do you change the names to reflect your world? This will depend on your world.

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The Basics of the Game on running a game for newbies

I recently ran a game for newbie D&D players. Here are my thoughts on the experience.  I recommend it to people because not only does it bring in more players, but it is remarkably satisfying.

I also talk about a game I played later that evening with Francois Letarte and company.

The Way of the Grasping Hand: a Midgard “monastic” Tradition

I am writing this for use in the Midgard setting, but I should state upfront that this can be used for just about any setting. A grappling style Monk would fit in just about any setting that allows monks. I recently wrote a blog post about the weird misconceptions held about martial arts and how they shape their presentation in D&D. One of the reasons I wrote that was because I could see some specific archetypes for Monks in Midgard I wanted to make.

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When Immortals Adventure

I proposed a question a while back. Are immortal PC’s a problem or are they workable? The consensus appears to be that they are workable. I decided to take a pass at setting up a framework for using it in D&D. Death is ultimately just a small challenge after all. Immortality offers a range of cool stories that make the PC’s feel special in the world, which is sort of the point.

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The Kingdom of Durnham pt 2: The Chapel

Here is another installment of my describing a post apocalyptic fantasy setting called God Thrones.  This is the ruins of Chapel Hill, which is pretty different in the world I am describing. It is a stop on on the way to the capital of Durnham.  If people like these, please let me know. I will keep writing more.

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I received the original white box D&D box set today as a gift from my mom. I have thoughts on the set I want to share.

 

 

 

Burning Orcs

When I began writing a post apocalyptic fantasy setting, I knew a radiation or toxic corruption would be a recurring theme.  It is part and parcel in the genre. The Blight Elves were part of that, and so is today’s offering. There will be others.  Thing is, I am not personally afraid of all things nuclear.  I grew up in Oak Ridge, Tennessee. This is where the material for the first atomic weapons came from. My grandfather was scientist at the labs, and I grew up understanding that nuclear was not necessarily a bad thing. Nuclear medicine was saving lives daily and nuclear power, while not yet perfected, was easier on the environment than coal burning plants.

That said, nuclear war is the thing that kept you up at nights back in the cold war. It was terrifying to think of a war where dying in a flash was probably the “good” option. This vision of apocalyptic war shaped the genre. The irradiated mutant is a trope that comes up often. With this in mind, I wrote this little variation on orcs.

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Rogue Magic: 5 Magic Items For Thieves

I like utility magic items. My favorite magic item, hands down, is the Immovable Rod. It practically begs you to think creatively about how to use it. The magic weapons are fine, and the powerful artifacts are great macguffins for your story, but utility style wondrous items are often great ways to relay magic without having to change a power level. It is also provides some flavor to a character and how they interact with challenges. Having a few clever toys can be as much of a statement as a Holy Avenger.

 

I am also fond of rogues and other thieving ne’er-do-wells. You might have figured this out in by all my posts about thieves guilds. They are very pragmatic in their approaches to problems. A thief who murders every problem doesn’t actually last long. Having useful tools to avoid that is ideal.

 

I decided to combine these two loves, so here are a few roguish magic items.

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