So, in the last month or so, Wizards and its adjacent organizations have been involved in some serious issues around race, sexuality, and some stuff I will not reprint here because wow did their vetting process fail to pick up on some red flags. Their responses have been weak, milquetoast affairs that do nothing to actually address anything, and several well-known podcasts and live plays have publicly announced that they are moving away from 5e D&D as the basis for their games and shows. So, what are the options out there? What non-D&D, and non-D&D-esque/based games are there out there for you? Let’s talk fantasy games!
Tag Archives: Roleplaying Games
The Summit of Kings. What is it? How is it? Should you buy it? Well buckle up, because this is a review The Summit of Kings by Brandon Dixon!
Originally, this was going to be part of a twofer post on faiths and monsters, but both components turned out to have way more scope than anticipated. So this installation in the short world building series is going to be all about monstering up your world. If you haven’t already, check out parts one and two of this series on world building, as this post references ideas in them. Those can be read here, and here. As with the previous posts (and future ones), this isn’t a definitive “how-to”. These are just my ideas and concepts for world building based on my experience over the years as a GM and DM.
Building a world for play is, to many, one of the big attractions of playing a TTPRG. However, it can be a daunting task, especially if you get caught up in the minutiae of it all. Also, the time requirements can be onerous. It’s all good though, because you can still develop a nuanced, holistic world! The trick is planning and scaled development. So let’s take a look at developing your world in stages.
Old timers and grognards alike in the RPG hobby like to complain. “Things were better back in…”, “We didn’t have or need that when we played in…”, and so on and so forth. But one of the oddest complaints I hear is about how games today, and specifically, D&D, are too much like video games. So let’s take a look at a very interesting cycle of mutual influence, and see what we can learn from it. For ease of bracketing years, I’m going to use console generations for this.