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  1. General: DMing Style

    I build a world framework. You help make that world real. I build the kind of world in which Iíd like to adventure because my NPCs are adventuring there. You then help make it into the kind of world in which you want to adventure by making choices about what happens.

    I never have a PC when I DM. You are players. You have player characters. Iím the DM; I have all the non-player characters. I donít need a PC to make me feel connected to the world or point you in the right direction. I ...
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  2. The Islands: Spellcasting

    (Note: This is ultra-crunchy. So if you were following along hoping for more world info, you're going to have to wait until the next entry.)

    Spellcasting
    All PCs have the Spells class feature. It looks like this:

    Spells: You can cast spells. Your Spells Known are on Table [x].2: [class name] Spells Known. [ability] governs your spellcasting.

    Yeah, thatís the whole thing. And hereís the skinny.

    Divine Spells:
    You cast divine spells because ...
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  3. The Islands: House Rules

    You Play Your Gender: If you are male, youíre characterís male. If youíre female, youíre characterís female. Things are easier on me that way.

    Ability Scores: Your ability scores are 8, 10, 12, 14, 16, and 18, arranged how you want. Okay, Jason, so you donít want an 8. Fair enough. Anyone can instead choose 10, 10, 12, 14, 16, 16. I guess if you wanted to you could go 10, 12, 12, 14, 14, 16 or even 12, 12, 12, 14, 14, 14. Iím not sure why youíd want toóthis is Dungeons and Dragons 3.5 ...
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  4. The Islands: Characters

    The Characters
    Characters are unique to the player and, often, the campaign. I donít want you to sit down at the table and think, ďYou know, the next fighter we encounter could be me.Ē And I certainly donít want you to be outclassed by an NPC that I, purely by accident, made more effective than you made your character. Thatís shitty policy in a role-playing game of high fantasy adventure.

    So your character is special.

    You tell me what you want to do, and I build your ...
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  5. The Islands: The New World, Part 2

    ďWhat Do I Know about Where We Are?Ē
    You know that Clenchwarton is the primary power in the islands; when you see a ship, itíll probably be a Clenchwart vessel. You know that Clenchwarton nominally shares the responsibility with Waclaw for overseeing the largest city in the islands; they are both imperialist powers seeking conquest and resources and hoping to one-up and outdo each other. Pitting them against each other, especially on this kind of scale where it could actually matter, might ...
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