Tag Archives: RPG

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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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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Unpacking After the Bomb

In the 1980’s, underground comics had a bit of a revolution, and one of the lead, definitely not Comics Code Authority friendly, titles was Eastman and Laird’s “Teenage Mutant Ninja Turtles”. A rough, gritty comic packed with death, violence, and lacking in pizza obsession, it had little resemblance to what it would become as an animated adaptation aimed at kids. This property was picked up by Palladium Books, then an up and comer in the RPG industry, and turned into the now cult TMNT and Other Strangeness RPG (TMNTOS). However, Kevin Siembieda, the head of Palladium Books, had a moment of clarity then. Realizing that licences don’t always last forever, he tasked Erick Wujcik with coming up with an in-house property to use the systems they’d developed for TMNTOS. The result was After the Bomb, a post apocalypse RPG.
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Tomb of Annihilation Additions: Adventurers League

Last year I embarked on the most in-depth, detailed series of posts for this blog to date, as I dug into the Tomb of Annihilation campaign and sourcebook for 5th Edition Dungeons & Dragons. Thousands of words in, and with dozens of research hours burned, the end result was a three-part series which can be found here. At the end of it, a reader pointed out that in their experience with Adventurers League (AL) material, that some of the issues I had taken up were expanded on. While I stand fast on my DM Guild works position (they are not canon), AL is canon, and deserved a full examination with the same critical eye.
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