Interesting Times – The Campaign Newsletter

Around the year 2000, my girlfriend was going away for the summer. In order to stay in touch, I planned to write her a series of letter-style short stories which would seem to come from a fantasy world based on the city we lived in and its surrounding areas. I only did a few of those – but the planning for that project led directly to the creation of my longest-lasting homebrew world, Irona, which became the setting for my 3rd edition D&D games and later was adapted to work with Warhammer Fantasy RPG, second edition, 4th edition D&D, and even Barbarians of Lemuria as I tried out all of those systems.

Over the last 14 years, Irona has grown and changed quite a bit. I’ve tinkered, jiggered, added in suggestions from players, built histories and delved back into the past. Ultimately, it’s become a big place with a lot of information written about it.

As I started my 5th Edition D&D game, I went back to Irona and my creations there. I decided that I was going to start over – in a way – and begin the game with the same timeline and set up which originally shaped that first 3rd edition campaign. After all, only one of my players had ever played in Irona before – this is an almost entirely new group with no history or connection to this world.

And as that presented a problem of its own, I dug into my DM toolbox and pulled out another old tool I hadn’t used in a long time – the Campaign Newsletter – an information sharing technique I’ve used with several games before and that I find very helpful. I thought I’d take a minute to explore my way of structuring one of these, show an example, and offer my insights about what works and what doesn’t. I’d also love to hear anything any of you are doing in a similar manner.

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Appendix R: My Gaming Inspirations (week two)

I was eight years old when I got my first D&D box set. So I date that as the beginning of my time as a gamer. Really though, I’d been introduced to gaming even earlier with Dungeon (the 1981 Third Edition) and Fantasy Forest from TSR, as well as copies of the RPGs owned by my friends. And I’d been introduced to fantasy from the time I could understand movies and stories by a mother who instilled a deep love of all things geeky in me.

And I was one of those kids who, when I got ahold of the reading lists offered by the games of the time, well, I just wanted to read it all…

…and one of the earliest and longest-lasting relationships I made with books in those days was the work of James P. Blaylock.

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5th Edition D&D: Mourning Low-Level Play

So far, my admiration for 5e D&D has probably been pretty obvious on my blog. I’m really enjoying the game I’m running and overall, my perception of the way the game plays is very positive.

But I do have, I suppose, one complaint. It’s a really personal complaint so I don’t expect it to resonate with everyone… But it has been a stark moment for me.

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Appendix R: My Gaming Inspirations

I was eight years old when I got my first D&D box set. So I date that as the beginning of my time as a gamer. Really though, I’d been introduced to gaming even earlier with Dungeon (the 1981 Third Edition) and Fantasy Forest from TSR, as well as copies of the RPGs owned by my friends. And I’d been introduced to fantasy from the time I could understand movies and stories by a mother who instilled a deep love of all things geeky in me.

And I was one of those kids who, when I got ahold of the reading lists offered by the games of the time, well, I just wanted to read it all…
…And Peter S. Beagle, while probably not the most profound influence on my style of gaming, is probably the most long-lasting and joyous influence on my love of fantasy.

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Deities and Design

I used to worry a lot about domains. When doing world building or even just character creation, I often found myself thinking about deities in terms dictated by their portfolios more than their personalities. And by their portfolios, I mean their domains. This is an affliction tied very much to the concept of domains as mechanical effects used in 3rd and 4th edition D&D (and Pathfinder) but I can see its influence in many types of design and even fiction. It’s important to have boxes we can put ideas in. Portfolios for gods serve many purposes in design and discussion.

Creating a very defined portfolio for our fictional deities is useful because it provides clear talking points for the faith. When I explain my storm god to a gamer trying to make a cleric it is pretty easy to say, “well – just imaging Thor and that’s a good place to start.” But as I mentioned in my last post, expectations can be fluid between my image of Thor and my player’s image of Thor. I mean, I might have read a lot of Thor comics and the old Deities and Demigods entry about Thor but my player might actually read Norse mythology… Turns out Thor was associated with a lot more than storms. Hold that thought… I’ll be coming back to it.

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That Fifth Ed Feel…

So I’ve started a D&D 5e game. And I like it. I’m a fan – as my review noted – but now with character creation and two full sessions under our belt, it seems that 5e is going to work for me. A few of my immediate observations, which I’m looking forward to writing about more, have to do with the incredible ease of character creation (the first player I helped create a character we were done in under 10 minutes), and the easy, freewheeling sense I have that I can just do whatever the heck I want (and so can my players) during a session. I don’t feel the obsessive, painful need for three full working days worth of prep just to get an adventure right. Maybe I was doing that to myself… but maybe the games I was playing had something to do with it as well. I think it’s a little of both.

Anyway, my real inspiration for this post came when one of my players – during character creation – asked a pivotal question of his fellow gamers, “Do you pronounce it Drow or Drow?”

The range of responses was pretty spectacular, from “what is that?” to “Oh, definitely this way.” to “does it matter?” Of course it matters!

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5th Edition Dungeons and Dragons Review, Part Three

Whew. Been sick as a dog for going on two weeks now. It’s been unpleasant. Finally, here is the last part of my ruminations on the new, 5th Edition Player’s Handbook.

PART THREE: Magic!
As I mentioned in my other posts, I’m a huge fan of what I’m seeing from 5e. I’ve also alluded to the fact that some of my favorite changes are in the way magic works. I finally get to talk about why.

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5th Edition Dungeons and Dragons Review, Part Two

My continuing exploration of the 5th Edition Player’s Handbook. As you know from Part One, I’m a fan. I really enjoyed what I saw in Character Creation with the variety of options, the balance of simple choices against more fiddly choices to appeal to a broader range of players and the addition of the backgrounds which add without creating weird pigeonholes. Now I want to look at Part Two of the book.

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5th Edition Dungeons and Dragons Review, Part One

Here’s the short review. I’m a fan. The basic system design is solid, the classes are just cool, and the new magic rules make me very happy.

When I got ahold of the 5th edition Players Handbook I was already excited by what I’d read in the free PDF released by Wizards to whet our appetites and provide a solid amount of playable material to the waiting fan-base. I had been very ambivalent about 5th edition. After the struggles of 3.5 power/splat creep and the troubled 4th Edition era, I felt that I’d mostly “moved on” from D&D. I had so many other fantasy games I could run and practically the entire back-catalogue of previous editions available in PDF. What motivation did I have to invest in yet another edition? While I hoped that 5e would be good, I wasn’t invested anymore.

I’m happy to say that I’m invested again.

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Star Wars Quirks

Anyone familiar with Fantasy Flight RPGs knows that while they are pretty good at making good games… the Force is not particularly strong with their editorial teams. The more I run my Age of Rebellion game (and my experiences with Edge of the Empire added on) I realize that while many things about the system are very well done, the core rulebooks have some… quirks. I thought I’d touch on a few of these today and see how others are addressing these things in their games or what suggestions those familiar with the system might have.

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