Posts Tagged ‘Magic-&-Spellcraft’

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

This entry is part 3 in the series The Gold Standard

Part 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 about honourable mentions: supplements that didn’t make the final list, but [...]

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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, or [...]

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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, in [...]

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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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