History TableTopGame / DungeonsAndDragons

2nd Jun '17 10:55:53 PM Kytseo
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* BoringButPractical: A number of magic items can create light, have spells attached, allows for [[InfinityPlusOneSword the all mighty Wish spell]], and so on. There are also ones that merely increase damage & hit by 1-3, which scale pretty decently with various classes (like the Insignia of Claws being basically built for monks).
2nd Jun '17 10:53:41 PM Kytseo
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** A number of magic items can create light, have spells attached, allows for [[InfinityPlusOneSword the all mighty Wish spell]], and so on. There are also ones that merely increase damage & hit by 1-3, which scale pretty decently with various classes (like the Insignia of Claws being basically built for monks).
2nd Jun '17 10:52:05 PM Kytseo
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** A number of magic items can create light, have spells attached, allows for [[InfinityPlusOneSword the all mighty Wish spell]], and so on. There are also ones that merely increase damage & hit by 1-3, which scale pretty decently with various classes (like the Insignia of Claws being basically built for monks).
6th May '17 8:51:12 PM Yukianesa
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* SquareRaceRoundClass: One way to make a memorable player character is by flipping common expectations. Classic examples include making the Orc a bard[[note]]Though FridgeBrilliance would suggest this makes more sense than it seems: a race of largely illiterate barbarians would very likely have a strong tradition for singing and oral storytelling to commemorate their heroes and warriors[[/note]], the [[BadassAdorable Halfling]] a [[PintSizedPowerhouse barbarian]], and making the [[OurDemonsAreDifferent Tiefling]] a [[ThePaladin paladin]].
** The ''reincarnate'' spell can easily potentially result in this, as it brings a character BackFromTheDead even if their original body has been lost or destroyed... by rebirthing them in a new body of a random race.
6th May '17 8:28:06 PM Yukianesa
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* TechnicianVersusPerformer: Building characters to fit a concept or theme (like [[SquareRaceRoundClass a minotaur ninja]]) with less-than-optimal mechanics (Performer) vs. building characters to be as mechanically powerful as possible with roleplay as an afterthought (Technician).
3rd May '17 1:11:50 AM Yukianesa
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* TechnicianVsPerformer: Wizards (Technician) vs. Sorcerers (Performer).
1st May '17 10:19:24 AM WanderingBrowser
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* ''TabletopGame/{{Jakandor}}''
24th Mar '17 7:13:09 PM Patcher
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* ''Blackmoor'', a.k.a. ''The First Fantasy Campaign'': The '''very''' first campaign setting, originating from Dave Arneson's wargaming days, the result of a slow weekend in October 1970 consisting of '50s monster movies, "fantasy hero" novels, a slump during his most recent wargame session, and the thought of "I can do better than this". So he drew a six floor dungeon layout, then created a castle and town from a Sicilian castle model he had lying around. The new setting was a huge hit amongst his fellow ''Braunstein'' players and when he showed the game to Gygax in 1972, the rest, as they say, was history. Your typical Good-vs-Evil setting, rather than Law-vs-Chaos, with the various duchies vying for power while the mysterious Egg of Coot pulls strings from the shadows. While the "official" version was a released in 1977 as gazetteer by Judges Guild, alternate versions appeared in both Greyhawk (as an archbarony near the Land of Black Ice) and Mystara (as a kingdom from the world's distant past that [[AndManGrewProud rose to great heights]] [[CataclysmBackstory and quickly fell, changing the world in the process]]). The setting only had four adventure modules released for it during it's Creator/{{TSR}} days: ''Adventures in Blackmoor'', ''Temple of the Frog'', ''City of the Gods'', and ''The Duchy of Ten''. While officially discontinued during AD&D 2nd Edition, Arneson was able to keep the rights for the setting and eventually worked with Zeitgiest Games to release setting books for 3.5 and 4th Editions. Blackmoor proudly has the honor of being one of the longest continuously played fantasy role playing campaigns in existence, even spawning an epic play-by-post game called ''The Last Fantasy Campaign'', which ran from 2005 to 2015.

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* ''Blackmoor'', a.k.a. ''The First Fantasy Campaign'': The '''very''' first campaign setting, originating from Dave Arneson's wargaming days, the result of a slow weekend in October 1970 consisting of '50s monster movies, "fantasy hero" novels, a slump during his most recent wargame session, and the thought of "I can do better than this". So he drew a six floor dungeon layout, then created a castle and town from a Sicilian castle model he had lying around. The new setting was a huge hit amongst his fellow ''Braunstein'' players and when he showed the game to Gygax in 1972, the rest, as they say, was history. Your typical Good-vs-Evil setting, rather than Law-vs-Chaos, with the various duchies vying for power while the mysterious Egg of Coot pulls strings from the shadows. While the "official" version was a released in 1977 as gazetteer by Judges Guild, alternate versions appeared in both Greyhawk (as an archbarony near the Land of Black Ice) and Mystara (as a kingdom from the world's distant past that [[AndManGrewProud rose to great heights]] [[CataclysmBackstory and quickly fell, changing the world in the process]]). The setting only had four adventure modules released for it during it's its Creator/{{TSR}} days: ''Adventures in Blackmoor'', ''Temple of the Frog'', ''City of the Gods'', and ''The Duchy of Ten''. While officially discontinued during AD&D 2nd Edition, Arneson was able to keep the rights for the setting and eventually worked with Zeitgiest Games to release setting books for 3.5 and 4th Editions. Blackmoor proudly has the honor of being one of the longest continuously played fantasy role playing campaigns in existence, even spawning an epic play-by-post game called ''The Last Fantasy Campaign'', which ran from 2005 to 2015.



** The first version was the original home campaign, created after Gygax played a game of Blackmoor in 1972. Games in this version ran constantly from 1972 to 1979, slowed down from 1980 to 1985, and completely ceased on December 31, 1985, right after Gygax was ousted from Creator/{{TSR}}, with the setting itself being "destroyed" in 1988 in the last ''Gord the Rogue'' novel. Due to the number of games played each week, Gygax didn't have the time to make a world map completely from scratch and simply used a blank map of North America, filling it in as the campaign went on. Despite the name, the 1975 ''Supplement I: Greyhawk'' digest wasn't a Greyhawk setting book, but a rulebook which helped eliminate the game's dependence on ''Chainmail'', setting the groundwork for what would become Advanced Dungeons & Dragons. Not much is known about the home campaign version, apart from what is presented in the ''Gnome Cache'' novella from the first issues of ''Dragon'' magazine and the ''Gord the Rogue'' novel series. Despite washing his hands of the setting, fans wanted the original home campaign version of the Castle Greyhawk megadungeon to be published, so Gygax finally greenlit the project as ''Castle Zagyg'' in 2003. Although it's immensely troubled production ended with just two or three of the proposed seven books and a small number of adventure modules and supplements being released.[[note]]The Castle Grewhawk dungeon as of 1985 had around 50 floors, meaning Gygax and Robert Kuntz had to sift through years of notes and pick the 13 best parts for publication, while Gygax had to rewrite everything that was still copyright of [=WotC=]. Gygax's health decline in 2004 led to the already slow-moving project to grind to a near halt, while Kuntz had to withdraw due to working on other projects. A few months after Gary's death in 2008, his widow Gail pulled all the licensing from Troll Lord Games and transferred them to her own company, Gygax Games, but hasn't done anything with the project since.[[/note]]

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** The first version was the original home campaign, created after Gygax played a game of Blackmoor in 1972. Games in this version ran constantly from 1972 to 1979, slowed down from 1980 to 1985, and completely ceased on December 31, 1985, right after Gygax was ousted from Creator/{{TSR}}, with the setting itself being "destroyed" in 1988 in the last ''Gord the Rogue'' novel. Due to the number of games played each week, Gygax didn't have the time to make a world map completely from scratch and simply used a blank map of North America, filling it in as the campaign went on. Despite the name, the 1975 ''Supplement I: Greyhawk'' digest wasn't a Greyhawk setting book, but a rulebook which helped eliminate the game's dependence on ''Chainmail'', setting the groundwork for what would become Advanced Dungeons & Dragons. Not much is known about the home campaign version, apart from what is presented in the ''Gnome Cache'' novella from the first issues of ''Dragon'' magazine and the ''Gord the Rogue'' novel series. Despite washing his hands of the setting, fans wanted the original home campaign version of the Castle Greyhawk megadungeon to be published, so Gygax finally greenlit the project as ''Castle Zagyg'' in 2003. Although it's its immensely troubled production ended with just two or three of the proposed seven books and a small number of adventure modules and supplements being released.[[note]]The Castle Grewhawk dungeon as of 1985 had around 50 floors, meaning Gygax and Robert Kuntz had to sift through years of notes and pick the 13 best parts for publication, while Gygax had to rewrite everything that was still copyright of [=WotC=]. Gygax's health decline in 2004 led to the already slow-moving project to grind to a near halt, while Kuntz had to withdraw due to working on other projects. A few months after Gary's death in 2008, his widow Gail pulled all the licensing from Troll Lord Games and transferred them to her own company, Gygax Games, but hasn't done anything with the project since.[[/note]]



* ''Kalibruhn'': The third campaign setting for OD&D, created by D&D alumni Robert J. Kuntz in 1973 as "Castle El Raja Key". This was the main setting where Gygax himself played as a player and the "birth home" setting of his legendary archmage, Mordenkainen. Originally planned to be the focus of a fifth supplement for OD&D, a number of problems led to Kuntz leaving Creator/{{TSR}} in 1977 and the supplement was never published. Due to never signing the rights away, Kuntz was able to work on the setting constantly since it's creation, with the history of the setting included in the [[http://www.tlbgames.com/collections/archive El Raja Key Archive]] DVD, alongside information on the original Greyhawk and Blackmoor campaigns. An oddity amongst the campaign settings listed here, ''Kalibruhn'' has gone almost completely unpublished, with the only info out there being what Kuntz has revealed over the years.

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* ''Kalibruhn'': The third campaign setting for OD&D, created by D&D alumni Robert J. Kuntz in 1973 as "Castle El Raja Key". This was the main setting where Gygax himself played as a player and the "birth home" setting of his legendary archmage, Mordenkainen. Originally planned to be the focus of a fifth supplement for OD&D, a number of problems led to Kuntz leaving Creator/{{TSR}} in 1977 and the supplement was never published. Due to never signing the rights away, Kuntz was able to work on the setting constantly since it's its creation, with the history of the setting included in the [[http://www.tlbgames.com/collections/archive El Raja Key Archive]] DVD, alongside information on the original Greyhawk and Blackmoor campaigns. An oddity amongst the campaign settings listed here, ''Kalibruhn'' has gone almost completely unpublished, with the only info out there being what Kuntz has revealed over the years.



** ''Red Steel'': A sub-setting of Mystara released for 2nd Edition AD&D. The [[http://index.rpg.net/display-entry.phtml?mainid=8311 campaign book]] has "[[PowerAtAPrice Power has a price!]]" printed [[Administrivia/YouHaveBeenWarned right on the cover]]. Set in the Savage Coast region of Mystara. The land is dyed red by the Red Curse: "vermeil", a dust that grants those who ingest it extraordinary power at the expense of crippling deformities. Those affected by the Red Curse must wear jewelry crafted from "cinnabryl" to stave off it's effects.

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** ''Red Steel'': A sub-setting of Mystara released for 2nd Edition AD&D. The [[http://index.rpg.net/display-entry.phtml?mainid=8311 campaign book]] has "[[PowerAtAPrice Power has a price!]]" printed [[Administrivia/YouHaveBeenWarned right on the cover]]. Set in the Savage Coast region of Mystara. The land is dyed red by the Red Curse: "vermeil", a dust that grants those who ingest it extraordinary power at the expense of crippling deformities. Those affected by the Red Curse must wear jewelry crafted from "cinnabryl" to stave off it's its effects.



** '''Unearthed Arcana''' made a return in February 2015, now as a monthly R&D Workshop article instead of it's own supplement book. Just like the "Basic Rules", the ''Unearthed Arcana'' articles are available for free on the Wizards website. The articles are explicitly stated to be "written in pencil, not ink", meaning that the contents are still works in progress until they're officially released in sourcebooks.

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** '''Unearthed Arcana''' made a return in February 2015, now as a monthly R&D Workshop article instead of it's its own supplement book. Just like the "Basic Rules", the ''Unearthed Arcana'' articles are available for free on the Wizards website. The articles are explicitly stated to be "written in pencil, not ink", meaning that the contents are still works in progress until they're officially released in sourcebooks.



*** Although it's less the creature's combat abilities and more their existence that makes the gods nervous. Most of the Elder Evils are highly resistant or even immune to divine effect and one elder evil specifically mentions that it's greatest powers only work on gods (since he was defeated by Asmodeus who is not a deity) so it's most likely that the Elder Evils have other effects that do not show up in the books because they would not affect a PC in any meaningful way.

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*** Although it's less the creature's combat abilities and more their existence that makes the gods nervous. Most of the Elder Evils are highly resistant or even immune to divine effect and one elder evil specifically mentions that it's its greatest powers only work on gods (since he was defeated by Asmodeus who is not a deity) so it's most likely that the Elder Evils have other effects that do not show up in the books because they would not affect a PC in any meaningful way.
21st Mar '17 6:41:59 PM NightShade96
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* MoralityGuidedAttack:
** The game has spells and abilities that affect targets based on their alignment, generally in the form of Evil attacks which hurt Good characters and [[GoodHurtsEvil vice versa]]. ThePaladin class's SmiteEvil ability is the most well known.
** Holy water causes damage to evil creatures from other planes and evil undead it touches. Unholy water does the same to Good otherplanar creatures and paladins.
** ''Magazine/{{Dragon}}'' magazine #229 article "Bazaar of the Bizarre". When the Wheel of Light Rays is spun like a pinwheel it emits a bright pattern of light up to 30 feet away. Any evil creature in the area of effect must make a saving throw or take 1-4 HitPoints of damage for each point of karma it has.
** In 1st and 2nd Edition, all intelligent magical swords have a specific CharacterAlignment. A creature with a different alignment can take HitPoints of damage equal to the sword's Ego rating each time it touches the sword (and, in 2nd Edition, each minute of contact with the sword if held continuously).
10th Mar '17 2:54:29 PM TheFantasyChronicler
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* ''Literature/{{Dragonlance}}''
** ''Literature/TheElvenNationsTrilogy''
** ''Literature/KingpriestTrilogy''
** ''Literature/TheLegendOfHuma''
** ''TabletopGame/DragonlanceFifthAgeDramaticAdventureGame''
** ''VideoGame/DragonStrike''
** ''VideoGame/HeroesOfTheLance''
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