Posts Tagged ‘Magic-&-Spellcraft’

People, Places, and Narratives: Matching Locations to plot needs

In my first article for this month’s Blog Carnival, I asked the question ‘Location, Location, Location: How Do You Choose A Location?‘ and identified ten or eleven influences on the decision, and an approximate hierarchy within them, but was unable to offer even a guideline beyond those observations in answer to the question. Today, the […]

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May the camels of 1,000 fleas – wait, that’s not right: Improving Curses in 3.x

One of the most under-developed game mechanics in D&D is the Curse. This has so many problems its hard to know where to begin, but I’ll give it a shot: Only clerics can curse because its a clerical spell. They hold no fear for anyone because they are so easily lifted. The suggested effects don’t […]

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How To Cast A Spell On Your Campaign And Polish Till It Gleams

In part one, you saw how spell details can inspire encounters. In part two today, we continue to walk through the plight of poor Halcos and who the PCs’ enemies plot to prevent them from casting Speak With dead. We also offer tips on how spells can help you design game worlds and regions. We […]

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How To Cast A Spell On Your Campaign And Make It Sparkle Like Gold Dust

If two people are casting Speak With Dead on the same body, does one get a busy signal? In my Riddleport Pathfinder campaign, an NPC named Halcos was assassinated as the PCs were dragging him away to be interrogated. In reaction, the party plans to bring the body to an allied temple for a Speak […]

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The Gold Standard: Mike’s Top Twenty 3.x Supplements (part 5)

This entry is part 3 in the series The Gold Standard

This entry is part 3 in the series The Gold StandardPart 1 of this blog post listed nine general supplements. Parts 2, 3, and 4 added three planar supplements, four supplements about magic, and four supplements about game settings and gaming environments. That makes a full twenty-count by my tally. This fifth part is all […]

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Ask The GMs: An Epic Confusion, or how to stage a blockbuster finish

How much, if at all, should the final villain of a long running campaign pull his punches? My campaign boss [villain] is a high level wizard with access to epic spells, and my party just made 20th level. They are on the way to fight him. Should I open up with his most powerful abilities, […]

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Broadening Magical Horizons: Some Feats from Fumanor and Shards Of Divinity

This isn’t the blog post that I intended to make this week; unfortunately, I’ve been struck down by the ‘flu and had no time to get anything finished except for something that I’ve been able to recycle from my house rules for the various D&D campaigns that I run. That’s also why I’m posting a […]

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When Good Ideas Linger Too Long: Compacting plotlines

“Don’t Bore Us, Get To The Chorus”– conventional wisdom in the popular music industry, also used as the title of Roxette’s Greatest Hits compilation album. I’ve blogged before about my Seeds Of Empire campaign. Following our last session over the New Year’s holiday, a problem arose that I had not had to deal with before, […]

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Are Special Effects Killing Hollywood?

Special effects in TV and Movies these days can sell just about anything, in the context of making it look real, and do it for less money than was dreamed possible only a few decades ago. But this morning, a couple of stray neurons in my brain happened to fire at the same time and […]

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