I gotta pay more attention to my Facebook "Likes" - this was an unsolicited "Recommended Link" on my timeline.
And, yes, I checked for viruses and hidden Java crap before I posted it here.
Facebook is getting to know me better than my wife does!
Okay, on to critiques.
This guy is brilliant - and anyone that wants to create their own campaign world - no matter what genre of game or book or anything - needs to read this:
I wish I would have known you five years ago... I donated nearly an entirely complete collection of Dragon, AND Dungeon mags to a local gaming shop as I didn't want to move them again... several large boxes full... several hundred pounds.
Here's a good, general question.
How does a DM/GM teach players the lesson of mortality, that they can (and WILL) die? The HUGE majority of adventures/modules/campaigns are geared toward party levels (CR for D&Ders). How do you teach players that it's totally okay to turn around and run away?
I like to use a little from all in the DM's home brewed world.
Preferred Playing Style:
50% Roleplaying / 50% Combat
Ideal Group Size:
What are you looking for?:
I and my fiance (who is my only means of transportation) are looking for a Dungeons and Dragons 3.5 game preferably, but are open to trying just about any RPG as long as the group is willing to deal with noobs. Someplace close to Johnson State College would be great (on campus would be mind-blowingly awesome), but we're willing to go as far as Burlington (estimated at around 50mi / one hour away) once a week. (If the group is closer then we might be able to play more often.)
I've really only played D&D 3.5 and 4e. I think that 3.5 is as perfect as it's going to get for me, mostly because I like to play with level adjustments and the massive amount of personalization available, but also because I've absorbed most of the rules as a part of my very being at this point. (Though I try not to be a rules lawyer.) I'd like to play as often as possible, I'm completely addicted, but all of my friends who I used to play with have wandered off while I wasn't paying attention and now I find myself suffering from withdrawals. I suppose I could be described as a power gamer or something like that, in that I like to make the most all around powerful character that I can while sticking to the rules. I have one or two non-marshal characters who could easily take out a monster of a CR equal to their level, providing that they get the first hit. I also like to mess with the DM's head and do things that they might not have expected of a PC. Well, I guess this has gotten kind of long, so...
If everything needed to be taught in order to be learned nothing would be known.