Ten Things to Know About Planescape

My brother and I just released a Gith Handbook on the DM’s Guild and I’m pretty proud of how it turned out. We’re both huge fans of the Planescape setting and while that hasn’t been approved for writing on the DM’s Guild there are plenty of topics that have been so we’re exploring the edges of things for use with D&D 5e. To that end, I thought I’d give a new generation of players what they need to start in on this amazing setting.

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Expanding Pugmire

The Pugmire game is a great example of a light-hearted concept that still leads to dramatic game play. While I’m still waiting to run a full campaign of it (despite having Molly ready and waiting), I’ve been enjoying the actual play videos from No Survivors over at Geek & Sundry. I’m also excited about the Monarchies of Mau Kickstarter, even though it’s about freakin’ cats. I thought I’d look through the Monster Manual and Volo’s Guide to Monsters to see what other options are out there for Pugmire GMs.

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Mass Combat in Middle-Earth

The players in my Adventures in Middle-earth game are messing with me. I’m sure of it. They took a nice, simple campaign of helping people and fighting the forces of Sauron and they’ve made it into some kingdom-building Greyhawk nonsense. So, what is a poor Loremaster to do? Lean straight into it.

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AME Conversion: The Marsh Bell

Like I said last time, the adventures produced for The One Ring RPG are a great source of material for your Adventures in Middle Earth game. I’m certainly using them and tonight I will be running my group’s first adventure in Middle Earth (see what I did there?). I’m going to be running The Marsh Bell from the Loremaster’s Guide of TOR, a great adventure with some Tolkien staples and many new surprises.

You can find the pdf below; if you end up running it, let me know how it went! This pdf was made using The Homebrewery with some material borrowed and adapted from the Zero Hit Points website.

The Marsh Bell for Adventures in Middle Earth

Primes and Planars in 5e

My first and greatest love in D&D is the Planescape setting by Monte and Zeb Cook. This has no small part to do with my affinity for the Cypher System, but it also means that every new edition of D&D that comes out makes me think of running a version of Planescape. Like a lot of people, I think that 4e made it difficult to have the same feel for the game. Personally, I really liked 4e and enjoyed exploring it but whatever side of the Edition Wars you ended up on you probably have seen 5e as a blast from the past in terms of game design and feel.

I’m once again going to take up the Planescape mantle to create rules for running it in 5e. This is the first part, but there will be more coming!

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Adventures in Middle Earth

I know that lots of people out there are as excited as I am about Adventures in Middle Earth from Cubicle 7. This RPG is based on The Hobbit and The Lord of the Rings and makes use of the Open Game License for Dungeons & Dragons 5e. The Player’s Guide is out and the Loremaster’s Guide is going to have all the creatures and such, but some people want to get started now. One of those is me: I just convinced a group to start some Roll20 gaming and we settled on AME as our game.

We’re starting tonight, in fact, which means I need to come up with some material. Luckily, there’s plenty of material already out there for Adventures in Middle Earth! Sort of!

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Alignment Alternatives

About a month ago, I finally started a regular campaign using D&D Fifth Edition. It’s been a lot of fun and it’s prompted me to think about what the creators have changed in the game for this edition and how it plays out. Something that wasn’t changed, and I don’t think it needed to be, was alignment. But, my id started to whisper to me, what if it was?

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