Radio Active returns from its unintended, computer-crashing hiatus with great news: I’m going to be a dad again!
Since I’m still recovering from a variety of technical issues, this podcast doesn’t include the usual Sites of Note and Book Review sections, but does feature a review of Wizards of the Coast’s D&D source book, Dungeon Masters Guide II.
Getting the Podcast
Show Notes
- Robotech Theme Song
- The Month of Hell
- Crashing Computers: The Apple hard drive dies; Vaio has its own
crashing issues. - So spent most of the last month dealing with computer issues.
- Crashing Computers: The Apple hard drive dies; Vaio has its own
- “Finding Serenity” book winner: Kevin Smith from Albany, NY
- Baby Nuke 2.0
- Good news: I’m going to be a dad again!: Sue’s due June 10.
- Gandalf Movie Quote: “Wizards are never late…”
- Baby Nuke 2.0
- Game Review: Dungeon Masters Guide II
- by Jesse Decker, David Noonan, Chris Thomasson, James Jacobs,
Robin D. Laws - 288 pages
- Wizards of the Coast
- Buy it from Amazon
- Early reviews I read of this book tended to dismiss it as an
overly fluffy, newbie-oriented book. While it does dedicate its
chapters (and 36 pages) organizing and running a campaign this
information isn’t soley for new game masters. Personally, I’ve
found value in this and other books that discuss the theory of
DMing, and advocate different approaches. I think most of us tend
not to think too deeply about what we do, and these early
chapters offer a chance for reflection. - Also, even old dogs can learn new tricks — I liked the little
tips, like how to draw better terrain on battle maps. - A good deal of the book is focused on world building, and this is
where I found it to be most useful.- Archtypal locations (flooding dungeon, sky battle)
- Special encounters (the chase/mobs)
- New encounter tables
- Guild rules
- Apprentice rules
- Abstract city law rules (great for resolving crimes simply).
- Establishments (inns, taverns, 100 instant NPC agendas)
- All this stuff is great for me as I run my Dark City urban
fantasy campaign.
- NPCs
- Rules on gaining contacts, hirelings and unique abilities, as
well as “complex” generic NPCs that can be used as the basis
for villains/opponents/whatever in your campaign.
- Rules on gaining contacts, hirelings and unique abilities, as
- Magic items
- One of my complaints about 3.5 magic items is that they tend
to be so generic –- the “Magic Items” section offers ways to
change that:- signature traits (minor effects like a blade always being
sheethed in mist when drawn, or having animated etchings
that have no effect on game play, but look cool) - bonded items: complete a ritual, and empower your
personal weapon with additional abilities even if you
aren’t a wizard. - Magical locations: which endow characters with certain
magical abilities (like treasure) but are tied to a
location. Ccool, but needed better rules for creating
more.
- signature traits (minor effects like a blade always being
- the “Magic Items” section offers ways to
- One of my complaints about 3.5 magic items is that they tend
- by Jesse Decker, David Noonan, Chris Thomasson, James Jacobs,
- Contacting Nuketown
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