Violent Deeds, Heroic Words

For a game whose main conceit is combat, the amount of visceral violence presented in most D&D campaigns is actually pretty limited. And that’s probably a good thing.

Expect the Unexpected

If I could write the rules of DMing, chief among them would be ‘never point your PCs at something you don’t wish destroyed.’

Magic Item – Potion of Blazing Luck

One of the core rules of storytelling is that power should always come with a price. The greater the power the more you have to pay for it, and few things demonstrate this better than the Potion of Blazing Luck.

Spell of the Week – Antipathy/Sympathy

It may not have the flashiest consequences out there, but enchantment magic can be incredibly fun and highly effective. However, it can also be an utter nightmare for DM’s to adjudicate, and there are few spells that make this more apparent than Antipathy/Sympathy.

Fly away home – Dealing with winged PCs

There’s no getting around that fact that flying is awesome. Humans have been dreaming of flight for millennia and we’re more than happy to expend huge amounts of time and money to get up in the air. This means that when we find ourselves messing round in the fantasy world of RPGs, it should come…

Destined for Failure

‘Supposed-to-lose’ fights have been a staple of games for as long as I’ve been playing them. If done well they allow the players to experience the desperation of a last stand, or hammer home the fact that their foe is operating on a different level to them – for now, at least.

Going Off-Grid?

There’s a certain type of role-player that treats groups that use grids with the same disdain art-house cinema fans show for those queueing up for the next Michael Bay blockbuster.

A Good Day to Die?

It’s an old cliché that there are only two things in this world that are inevitable – death and taxes. And unless you happen to be running with a Paladin of High Accountancy in the party you can probably ignore that second bit when you enter the world of D&D.