Category Archives: Better Gaming

Lolth’s Lore Problem

Lore is at much of the core of Dungeons & Dragons; it’s involved in shaping perceptions of the game, guides interactions with certain aspects of it, and is a big part of how the game is learned. The mechanics of the game may shift and change, but lore remains relatively consistent. Major events still occur in roughly the same ways and times from edition to edition, and monster lore persists even more strongly. So what happens when lore starts to be altered on a large scale, as in the case of the Elven Pantheon and the backstory of Lolth, as happened in the recent release of Mordenkainen’s Tome of Foes?
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Rifts Africa: A Review

Cover image is property of Palladium Books.

The year is 1992, and Rifts is a breakout success. It’s the gonzo RPG experience that no one knew they wanted, and people are screaming for more. The books out are selling like crazy, but the world is still insanely under developed. World Books One and Two, The Vampire Kingdoms (Northern Mexico) and Atlantis respectively, were well received. 1993 is supposed to build on the successes of the last few years, with Dimension Book One: Wormwood, and the third and fourth World Books, England and Africa, planned for release. Things didn’t go as planned.

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Backgrounder 001: Gnolls

Someone asked, so here we go, the first in what will probably be a number of lore and speculation fueled screeds about monsters, specifically underappreciated/potential player-race monsters that don’t get the love that they deserve. This all started as a commentary on how in-game characters like Mordenkainen and Volo are, at best, unreliable and biased narrators and witnesses to the events, monsters, and races they describe. Basically, they can’t be trusted, only the stat-blocks can. Then it turned into a rant on how awesome Gnolls are.[1] So, this is the supporting, hopefully more readable post to support my Twitter craziness.

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Fixing the Realms: Part One

So, I’ve been banging on about the state of the Forgotten Realms for some time, culminating in the Tomb of Annihilation multi part review.[1] While talking with a friend of mine, he asked what I would do to address the issues with the campaign setting, and what approaches I would take to it that didn’t involve throwing it all out and ignoring hat it ever existed. So, after a lot more discussion, and a lot of thought on the matter, I’ve decided to embark on a new series of posts called “Fixing the Realms”. In part one, I’m going to look at the world building that went into it, and how that has left us in the position we’re in today.
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