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5 Magic Spears…you are on your own for the Magic Helmet
So…magic weapons are a thing in D&D. They have been since the early days of the game. Certainly the most often remembered ones are magic swords. A sword is a good weapon. It is versatile, with chopping, slashing, and stabbing elements throughout its various iterations. It was the go-to weapon for professional soldiers through a lot of history. However…. There are other contenders. Let me tell you about spears. The spear is also a weapon with a long history. Spears are useful for a number of reasons. First, they are cheap to make. You find a straight piece of wood. Forge about a daggers worth of metal to add to…
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The Basics of the Game Rambles 265 Updates and Self Publishing
This is a little update. I am still alive, and I finally got the book I was working on out. The link is below. Still working on the review of Immortals Box set for classic D&D. I have a new job. The Grimoire of Grimoires http://www.drivethrurpg.com/product/211467/The-Grimoire-of-Grimoires My Patreon https://www.patreon.com/jeremiahmccoy
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The Basics of the Game Rambles 264 talking about writing tabletop
I ramble about trying to write for tabletop games, and trying to do it professionally. Here is a hint…I don’t really know what I am doing, but I can talk about what I do know. Link for a kickstarter my writing will be one of the rewards for. My Blog https://jeremiahmccoy.com My Patreon https://www.patreon.com/jeremiahmccoy
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Mass Effect Andromeda Review
So, I “beat” Mass Effect Andromeda, which is to say, after 95 hours of play (in a week and half), I faced the climactic battle against the big bad. I still have some unresolved missions, but it lets you resolve them after that. I could have had the fight much sooner, and still gone on and done the other things. It would have made sense. “You saved the cluster, but there is still work to do” is a theme after the action. That kind of sums up the game in general. Exploring and building is the job, saving the galaxy is something you had to do along the way.
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Stealing the Guild
Consider the thieves’ guild. The thieves’ guild is an odd artifact of fantasy games. Once you accept that a hero can be a thief, you begin finding ways for the thief to belong to the world. Wizards have colleges and councils. Fighters become knights, become lords, and even become kings, ruling by this ax. Clerics have their religious hierarchies. The choirs of angels have nothing on the politics of churches. Thieves, though, are inherently outsiders. They prey upon the world. Yes, Hobbits get led astray by dirty road dwarves into being burglars, but that is not quite the same thing. A thief is more than just someone who sneaks around.…
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The Basics of the Game 48 Unknown Armies
Here is my review of Unknown Armies 3rd edition, which should be coming out in digital in March, and in print later this year. Do you like subjective reality, emotional trauma, and secret masters of the universe in your horror? Have I got a game for you! My Blog https://thebasicsofthegame.wordpress.com/ My Patreon https://www.patreon.com/jeremiahmccoy
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Actual Books
Sorry for the delay on this. I had a death in the family, and that took a lot of the steam out of me. I hope to get back to writing more regularly. Ironically, I attended the panel which inspired this with the family member who died. He was on my mind a lot while writing it. In my series about spell books, it occurred to me I had not addressed books in general. It is easy to assume everyone is on the same page with regards the subject of books. That said, not everyone really looks into the history of the book as an object and a technology.
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The Basics of the Game Rambles 47 Rifts Wormwood
This is the review of the Rifts Wormwood setting I had promised. Sorry for the delay. Easily one of my favorite setting books. Oddly, not available in the pdf listings for Rifts.
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The Basics of the Game Rambles 262 Life Update and My Projects
I have a very brief life update. A family member is dying, so I have been distracted. I talk about projects, the Neo-Anarchist Podcast, and Gencon.
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Rules For Spell Books (Or how I learned to relax and hang out in libraries)
I think I have established I love spell books. The spell book is an integral part of the wizardry motif. The book, the object, is a needed part of what wizards do in D&D. The current rules do require you to record your spells, but I do think it could be even more emphasized.