The Day Job ate my soul this past week. I also (finally!) ditched the Contract Job with an overly-long handoff meeting on Friday night. I thought I’d be getting home around 10PM on Friday, which would give me ample time to finish off this post and get it up. Instead, I ended up getting home a hair after midnight from the meeting. I loved the Contract Job, but I’m glad it’s finally gone. This will allow me more time through the week for my writing efforts (which includes this blog), my family, and — quite frankly — me.
Now let’s get on with the links. I did collect a couple this morning, so it’s not purely stuff from last week.
Douglas has a great introspective post on the abilities of D&D paladins and how they can possibly be played. I really enjoyed this post as it does a good job of covering what can be done, what should be done, and some tweaks that might make paladins work a little better with the typical image of paladins.
I’m really looking for to what Mike has to say about how to GM. He’s already off to a running start with this first installment of the series. Yeah. Yeah. Yeah. I know. There’s already a plethora of GMing advice out there, but Mike always manages to come into a topic with a great perspective and an excellent approach at describing his thoughts.
Pretty cool map from Dyson! I like it. I’m wondering if it’s something I can use in a future game?
Douglas knocks it out of the park again, but this time he does it from behind… or was someone sneaking up on him? Either way, he digs down into several systems and puts down his thoughts on the various rule systems he’s been exploring in this series.
Mike delves deep into the breakdown of the infrastructure when “it all goes wrong.” He tells a few interesting and poignant anecdotes as setup, and then drops into his thoughts on how things will fall apart. It’s sobering. It’s educational. It’s definitely food for thought.
There are six points of advice in Tim’s article, and all of them are spot on. It’s a quick read, but hits home for anyone thinking about creating an adventure. Before you convert that Word DOC to a PDF and cram it down driveThruRPG’s throat, check out this post.
Say it ain’t so, Joe! I’ve loved this series of posts from the start. It gave an interesting insight into the various systems covered. If you haven’t been checking out the links, I’d recommend finding them all, and scouring them for information. The presentation is especially important to game designers everywhere.
Peter’s got a great post about the evolution of D&D, and how version X is right for some people, but not others. He’s right. 100% correct. I was incredibly disappointed by 4e. To the point where I gave away the books because I didn’t feel it was right to sell them because I didn’t want someone to spend their hard-earned money on them (like I did). I cut my teeth on BECMI and jumped into 2nd edition when it came out, but I have to say that my favorite flavor is 1st edition because of the free-flow and less limiting ruleset. Granted, it requires a higher caliber GM to pull off 1st edition than that others, but that’s okay. Having said this, I’m currently in a 3.5 game, and running a Pathfinder game. I’ve yet to touch 5e, but there’s still time to do that.