Tag Archives: diversity

Ruin World Iosterra is live!

Things have been quiet here for a bit. No posts through October or November, and radio silence on what’s going on until now. The facts of the matter is that I’ve been busy with my real world job, infants are as exhausting as they are adorable, and I’m writing a game world. Not just a game world, a whole campaign setting. I’m participating in World Anvil‘s World Ember 2018 competition, and it’s time to lay out some information about Ruin World Iosterra.
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Backgrounder 002: Durpar (Pt.1)

Welcome to the second installment of the Backgrounder series! I’ve expanded the scope of these posts to include regions and peoples in addition to monsters, and the first post up is also the first one ever polled from the POCGamer fanbase. So let’s talk about Durpar. This was a bit more challenging than anticipated, so I’ve broken it into two parts, the first being an overview of what’s known about Durpar, the second being a theoretical framework to introduce Durpar into your campaign or as a subsetting in your campaign.  Read more

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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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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Plane Shift: Ixalan Review

For some time now, on my radar but not fully explored, have been the Plane Shift products by Wizards of the Coast. The reason being that they were adaptations of the various worlds created for the Magic the Gathering CCG; and to be honest, I haven’t played that since Ice Age, so I wasn’t tracking much except that the game was still “a thing”. However, a combination of writing about Chult, Maztica, and looking into the Tales from the Yawning Portal has changed my online suggestions algorithm and kicked Plane Shift: Ixalan my way. Time for a new review!
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