Skip to content

Tag: game design

 Broken States: a Cyberpunk Future

I am doing the RPG Writer’s Workshop again this month. This is an attempt to break my writer’s block, among other things. This time around I decided to write an adventure for a system other than D&D for a change. This time I am working on a cyberpunk genre adventure for Modern AGE by Green Ronin. It is a system I wish I had more time to play.

As part of this adventure, I decided I needed at least a rough background. I am not writing this for an existing world, so I figured I should have some world information to put in the adventure. Just enough to have a starting point. I will also write up what the tech level is, as well, but I am trying to not overwhelm myself.

So here is the future history I produced.

4 Magic Bows

There is always a need for more magic weapons in D&D. Simply having a +1 just doesn’t feel that satisfying a lot of the time. I like items that are little more varied than simply doing more damage.

This time I am going for bows. There is something compelling about the archer character and there a lot of ways to build them in 5E. Any of these would be great for a ranger, a fighter, a rogue, even some monks. Hopefully, some of these will prove useful for additions to your games.

Making Encounter Tables

Making an Encounter table is an interesting exercise. In some ways it is a statement of the tone of your game. Do you have a half dozen silly encounters? Do you have 8 generic wilderness encounters with beasts? Do you have combat encounters? Role playing? Chilling atmospheric encounters? Each says something about the style of game you are running.  

Whatever the case, you are generating a list of events you wouldn’t mind showing in your game. You are generating a list of things that fit enough that you don’t care which one shows up. Even having an enormous table says something.  

But some folks don’t know where to start.  So here is a quick guide on how to make one. 

Note: I used this technique to design an encounter table for my adventure, The Lost Library of Meldorin.

The School of Vitomancy

My intent here is to create a wizard healer school that is viable and has a flavor that works.  I know there are some who will object to the whole idea. I can’t really convince you if you are strictly against the idea altogether. I can only say that this proscription against wizards who heal is strictly a D&D thing. Plenty of games, and folklore traditions, show less of a separation on this point.

I did try to make the thematics of this work for me. The Vitomancer is a close cousin of the Necromancer but inverts that connection to give us the healing wizard.    

Setting Project: Redefining Humanity for Ballad.

This is my second article exploring the world Ballad. I am going to dig into the thing that started me thinking about the setting in the first place. I started with the notion of a setting where humans were rare and treated with distrust. This would not be unlike how Drow or Tieflings were treated in other settings. What would that kind of setting look like? A thread started by my friend Rabbit over on Twitter certainly contributed to that line of thought. 

Before I dig too far in, let me address the history here. 

Talking about high level play and reasons why it isn’t happening.

So, this was the subject of conversation. Why are people not playing high-level D&D? This was prompted by this post on ENWorld, which was based on stats found on D&D Beyond drawn from users making characters using their tools.

The short version of the analysis is that after 10th level, the number of characters drops off dramatically. The majority of the characters are between 3rd and 6th levels.

This has prompted a bunch of people to put forth their own ideas as to why. Far be it for me to buck a good gaming trend. Here is my list of reasons why people are not making characters for higher-level play.

Removing Monks 2 The Paladin option

So, I am trying this again. Another part of my series of blog posts explaining how you might remove the Monk from D&D and keep some of the playstyle intact. The last post caused a good deal of wailing and gnashing of teeth from those who objected to even the suggestion that there might be a problem with Monks, on a cultural level. I will leave that aside for the moment. I can recognize there are issues with Monks and still love them. I have played them and I have written subclasses for them. I will do so again.

I will instead focus on the purpose of these blog posts. It is a mental exercise. “How do I do a thing?” is reason enough to take on a writing project. In this case, how do I make a version of D&D without Monks, but keeping some of the cooler aspects of monks?

As an additional benefit, all of the subclasses I am writing for this project and other things I am coming up with work just fine in ordinary 5e. Here is my latest entry. Enjoy!

Edit: I am updating the class based on som solid feedback I have received.

Removing Monks

I have written previously about the problems embedded with Monks in D&D. I say that as a guy who has always loved the class. Despite my love, there are some deeply problematic cultural stereotyping embedded in the class. The fact is, they default fiction of the class is a western misunderstanding of East Asian cultures and deeply lacking knowledge of the rich tapestry of martial arts that are found in the world.

I don’t think those original designs, or designers, were coming from a place of hate, maliciousness, or even knowing it was a problem. I think they even meant well. Awareness over the years has improved and now we can recognize the issues. 5th edition D&D did a lot of work to bring a lot of the classic D&D feel into it and the Monk class came along.

So, how do you fix it? Well..you could try and rework the theming and naming to make the class a little more culturally neutral. Another option, and one I am going to explore, is just removing the class altogether.