- A noise or light coming from the direction of the effect (Grinding gears, monster voices, dogs howling, water running, et. al.)
- A change in wind pressure, new breezes or smells
- Opening a door, portal, gate, or other passage
- Scenery changes due to teleporter
On Artifices & Deceptions, Triggers: Latches, Switches, Levers
On the Clerics Devotion
Clerics are all messed up.
I run a lot of classic style (basic/expert and 1st edition) games and I don't use clerics.
Problems include people feeling like they need to take a cleric, a complete dissociation with how polytheistic religions actually worked, and questions about how society looks if it can eradicate disease and raise the dead.
If I do have to run clerics, I follow the advice located in Men and Magic.
"The number in each column opposite each applicable character indicates the number of spells of each level that can be used (remembered during any single adventure) by that character."
What if it meant exactly what the meanings of the words implied it means? (What are the chances, right?)What if spells can only be used during any single adventure.
The cleric gains her spells because she is seeking out danger for her deity. If she stays home, she is granted no spells. Only when she leaves home to defeat evil does she have access to her magic.
Devotions
On the 5th Edition Shadow Wizard
School of Shadow
New shadow spells are italicized. Spells that are normally of other schools, categorized as shadow spells before are identical to their Players Handbook versions, excepting the fact that they manifest as shadow, instead of illusion. Blur cloaks you in shadows, rather than obscuring your form using light.
Cantrips
2nd Level
Create Darkenbeast
6th Level
7th Level
Duo-Dimension
8th Level
Shadow Form
9th Level
drops to 0 hit points or when the spell ends.
The shadow is friendly to you and your companions for the duration. Roll initiative for the shadows, which have their own turns. They obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the shadows, they defend themselves from hostile creatures but otherwise takes no actions.
If your concentration is broken, the shadows don't disappear. Instead, you lose control of the shadows, they become hostile toward you and your companions, and they might attack. An uncontrolled shadow can’t be dismissed by you, and it disappears 1 hour after you summoned it.
The DM has the shadow’s statistics.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, more creatures appear. Twice as many shadows appear with a 7th level spell slot, and three times as many with a 9th level spell slot.
All other factors involved with the spell are as they are listed above. Casting time, range, and duration are as the original spells, as are saving throws and damage. This spell can only duplicate damaging evocations: no rituals or non-attack effects.
At Higher Levels, When you cast this spell using a spell slot of 7th level or higher, you can duplicate more powerful evocations, a 7th level spell allows you to duplicate 5th level spells like Cone of Cold or Bigby's Hand (but not Wall of Force or Wall of Stone, because those are damaging evocations), an 8th level spell slot allows 6th level spells and a 9th level slot allows 7th. You may also choose to use a spell slot of 7th level or higher to increase the level of the evocation spell being cast. A 7th level spell slot will produce a fireball cast as a 4th level spell.
The wizard can declare that he is keeping himself turned to the side against one opponent as a bonus action. This makes the caster unaffected by any form of attack from that opponent. However, any damage the caster does suffer (from area affect spells or damage from other targets) is doubled.
The caster does not gain any extra actions, but may use her actions to control either the form or herself. If the shadow form is struck in combat or dispelled, it vanishes, leaving nothing but dust and leaves.
On Spending Money
What to spend money on?
Brewing a potion: 500 gp and 1 week per level.Crafting a magic item: Takes 1 day per 500 gp of the item.Spell Research: 1000 gp and 2 weeks per level.Vat Creatures & Crossbreeds: 2000 gp per hit die, 5000 gp per special abilityConstructs and Vehicles: 500 gp per ton for wooden, 3,000 gp per ton for metal.
On Dragonlance Denied
"We are not moving toward breach of contract, but we will not approve any further drafts." -Defendant, Wizards of the Coast.
Margert Weis and Tracy Hickman, authors of the best-selling Dragonlance saga have filed suit against Hasbro/Wizards of the Coast for breach of contract.
There are two completed new Dragonlance books! We can't read them!
I'll be describing parts of the filing, but if you want to look for yourself, it's right here. That is a plaintiff filing, and there's been no response yet. That means we only have one side of the story. There may be facts that come to light—but more likely a settlement. That makes everything in this article that isn't a quote or a link from a document unfounded conjecture.
It's important to note that Tracy Hickman is a New York times bestselling novelist, and 10 million dollars seems to be a completely realistic total for how well a new Dragonlance trilogy will sell. They have already sold twenty-two million copies.
What is Dragonlance? It was a revolutionary series of novels, music, and adventure modules co-written by Margert Weis and Tracy Hickman, chronicling a war of the lance among dragons destined to return the gods to the world, and two brothers, one good and strong, the other feeble and evil, and what the evil brother will sacrifice to become a god.
I'm going to say some things about Tracy Hickman, and merely mentioning them may cause people to assume I'm casting aspersions. I am not. Here are some facts regarding Tracy Hickman.
Dragonlance and D&D
He is known for co-writing the Dragonlance Novels, and writing the Dragonlance series of adventures.
"If the party fights the elves, they must take on the rest of the elven army, one unit every game hour. . . they keep coming, wave after wave, fighting for their homeland with cold fierceness. They fight to the death." -DL1 Dragons of Despair
"If the PCs foolishly decide to attack the unicorn, he calls at once for magical forest creatures to defend him. . . .From now until the PCs leave the woods, all creatures encountered attack them on sight." -DL1 Dragons of Despair
Dragons of Despair is one of the less restrictive modules in the series. It "allows" you to use your own Characters: "Players may wish to use PCs from the DRAGONLANCE story, detailed on character cards in the center of the module. It is generally an advantage for players to use these characters rather than bring their own into the campaign."
The module indicates when the characters should read their backgrounds, and later instructs them to read the prophecy out loud to each other, and then sing the song of Goldmoon, the white savior who finds the golden plates of Morm—I mean the discs of Mishikal with the truth about the old gods of Krynn.
Apropos of nothing, Tracy Hickman is a proud Mormon.
"Song of Riverwind is in the center of this module. If Goldmoon is a PC in the adventure, have the player . . . sing them with the music provided."
Music is provided. It's even on the internet.
But it's Dragons of Flame that led to the 'force a narrative' shift from adventure and exploration based play of first edition. To wit:
"To run this module properly, you must think of it as a story, and try to motivate your players subtly to follow the right path. . . This module introduces several enemy NPCs. . .Since these NPCs appear in later . . . try to make them have “obscure deaths” if they are killed. . . their bodies should not be found. Then, when the NPCs appear in later modules, you have a chance to explain their presence. Be creative; think up an explanation for their “miraculous” survival. The same rule applies to the PCs on pages 17-18. Most of them have roles in future modules, and must be able to return to life somehow. This does not apply to PCs other than those who are part of the story."
This was the genesis of the sea change in the approach of the game. Dragons of Flame has a literal secret door that must be found for the adventure to progress.
Adventure Module DL3: Dragons of Hope introduced the Aghar—Gully Dwarves. From the module:
"Aghar are the lowest class in the dwarven cast systems—indeed, most Mountain Dwarves say that they aren't part of any caste. These raggedly clothed dwarves vary in skin color from parchment to mottled to olive. Their hair is as unkempt as their clothing. Their health is generally bad, their bodies bear sores and scars, and they smell.
Though humans often find the Aghar comical, they are a disgusting race who's motto is "Do anything, no matter how mean, to survive." Occasionally a decent moral Aghar can be found but those are extremely rare. Gully Dwarves. . . have weak constitutions and low intelligence. . . An average Aghar cannot count higher than two."
You see, on Krynn. the world on which the Dragonlance novels take place, all dwarves are ignorant filthy subhumans with giant noses who are too stupid to count.
It's a commonly accepted fact that Tolkien founded the dwarves on semetic tropes, but World War II caused him to re-evaluate the horror of those stereotypes, and portray them more positively. ("I do think of the 'Dwarves' like Jews: at once native and alien in their habitations" and "[t]he Dwarves of course are quite obviously—couldn't you say that in many ways they remind you of the Jews? Their words are Semitic, obviously, constructed to be Semitic "J.R.R. Tolkien)
You know, let's step away from Krynn, Gully Dwarves, pale-skinned saints and kleptomaniac Kinder who wear bright clothing and roam around in caravans completely immune to fear.
Ethics in Fantasy
"Fantasy is not escapist fiction; it is a morally based genre. Good fantasy demands ethics and good fantasy role playing demands ethical play and design.
Ethics is not something which is outmoded; truth is not situation nor relative and we shouldn't pretend that it is. Our games are teaching people around us not just about a fantasy world, but about how we deal with each other. If we cannot learn to deal with each other honestly in our imaginations, how can we hope to deal with each other face to face in the real world?" -Tracy Hickman, Summary, Ethics in Fantasy Gaming.
It seems born out of a desire to educate fearful clergy about the reality of Dungeons & Dragons by selling the idea: it's a moral testing ground.
It contains some bold, unproven claims: "Because of this heavy identification, players in role playing games learn lessons from their games as though they really were experiencing the adventure. They don't set out to learn anything. It's just a game, isn't it? No, they learn from their experience in the game." -Ethics in Fantasy: Part 3: The Moral Imperative of Fantasy
"Do thieves always get away with their crimes in your game? Do player character assassins murder at will? Do your players use torture without being tortured themselves? Are towns being ravaged by players without fear of retribution from the king?
If you answer yes to any of these or similar questions, then you are not only misusing the game but you are teaching false and negative lessons to your players. . .
Games that allow such things are not only teaching the wrong lessons, they are bad games."
TL; DR—Stop having badwrong fun.
Still, he says, there are some ethics we can all agree on in fantasy.
- The Omniscience and Omnipotence of God
- The Good Redeems its own
- Evil Feeds upon itself
- Man may choose good or evil for himself
- Consequence for our choices are mandated by nature.
The Lawsuit, Finally.
"35. On or about August 13, 2020, [Wizards of the Coast] held a telephonic meeting with plaintiff[s]. . . At that meeting with no forewarning [WotC] refused to perform under the license agreement. . . respond[ing] with the nonsensical statement
"We are not moving toward breach (of the contract), but we will not approve any further drafts."
- In June of 2019, Hasbro/Wizards of the Coast Expressly approved a detailed outline of Book I ("Dragons of Deceit")
- In November 2019, the complete manuscript was submitted and expressly approved by January 2020 via written approval form #272074-0
- In June 2020 Liz Schuh and Hilary Ross were removed and replaced with Nic Kelman and Paul Morrissey.
They claim to have complied with all these changes.
And the road goes ever on. . .
I aspire to Isaiah 52:7. “How beautiful upon the mountains are the feet of him that bringeth good tidings, that publisheth peace; that bringeth good tidings of good, that publisheth salvation; that saith unto Zion, Thy God reigneth!” It is my hope that in all that I write I am publishing peace.- Tracy Hickman
On the Deadly Difference
| There's a big difference between this. . . |
This is a real problem that affects even the best Dungeon Masters.
They are good Dungeon Masters because it's very hard in their game for a player to do a foolish thing.
Players, of course, do stupid things aplenty.
Foolish (adj.) resulting from or showing a lack of sense; ill-considered; unwise
Stupid (adj.) lacking intelligence or common sense.What we are talking about is how to avoid falling into the Fantasy Gap.
The Fantasy Gap
"A great city sits among the trees, surrounded by clouds. Strange fey creatures move among the high branches wearing what appears to be the forest itself. You feel a powerful sense of awe as the city looms above you."
| . . . and this. |
"A shadowy path leads further into the bandit woods."
What's the player\s action here? What's the first thing you do if you need to go down the path? Prepare for ambushes, right? Or are you checking for traps? How far can the characters see into these woods? Is there underbrush? Would you say you were checking the treetops?
These things seem trivial to ask, but no matter how many questions players ask there are always more they cannot ask. If the players don't ask a question, it's because the players have made an assumption, and I can guarantee not all of your assumptions will match mine. The Dungeon Master knows the right answers, and the players don't.
A "Historically-Effected" Consciousness
The brain was formed by a variety of genetic factors, and then exposed to a certain lifestyle and set of experiences. Those experiences affect the way people view the world and the assumptions they make. These assumptions will never completely match another persons.Any time the Dungeon Master is describing something in Dungeons and Dragons, it is imagined in each player's mind in a totally different way, a way that matches their developed consciousness. Good, skilled, players ask as few questions as they can to narrow this gap as much as possible.
This process of closing this gap is so difficult, the general trend in gaming has been to eliminate as much of it from the gameplay as possible.
Witness the birth of character skill gaming!
Fusing Horizons
FAQ
On a Generator of Missions
- Assault/Raid
- Fortress
- Town
- Ship
- Ambush
- Skirmish
- Extraction (Voluntary/Involuntary)
- Jail
- Prison camp
- Private prison
- Prisoner of war
- From employment (corporation/crown)
- Natural Disaster
- From hostile forces
- Tower
- Dungeon
- Jail
- Camp
- Building
- Theft
- Caravan
- Individual
- Building
- Hijacking
- Kidnapping
- Piracy (Tranfer of goods between vehicles)
- Salvage
- Bounty
- Monster
- Individual
- Posse
- Pest-Control
- Hunting (Safari-style)
- Hunting (Commercial gain)
- Any of the above may be Dead or Alive
- Escort
- Caravan
- Commercial
- Pilgrimage
- Animal (Cattle)
- Object/Transport
- Message/Parcel
- Personnel
- Smuggling
- Goods
- Weapons
- People/Items
- Coup d'etat
- Duel/Contest
- Sport
- Weapons
- One vs. One
- Team vs. Team
- Tournament+
- Brawl
- Assassination
- Sabotage
- Arson
- Destruction
- Planting evidence
- Forgery
- Exploration
- Area
- Mapping
- Trailblazing
- Spying
- Armies
- Governments
- Populations
- Mysteries
- Murder
- Disappearance
- Riddle/Puzzle
- Skill (Cooking/Leatherworking, etc.)
- Labor (Farmhand, General Labor)
- White Collar (Appraiser, Scribe)
- Black Market (Forger, Lockpicker)
- Service (Armor Tester, Waiter, Usher, Etc.)
The actual adventure comes in the twist however. Common permutations of the above options are listed below. This is your VALUE-ADD.
- Assault/Raid:
- You must attack and kill/retrieve a macguffin
- You must defend a structure that someone is planning to attack
- You attack the structure, but the 'victims' welcome you
- You attack the structure and the victims welcome you, but then try to kill you
- There are long term consequences of the Assault
- Extraction:
- You must recover or retrieve the macguffin
- You must insert or place the macguffin in the target area
- You are the macguffin to be retrieved
- You go to the macguffin and they want to stay or you see a reason retrieving it would be bad
- You go to the macguffin and they want to stay because they just wanted to expose weaknesses where they are (or some other method via they help their captors)
- You go to the macguffin and decide retrieving it would be bad, but really it's bad to not retrieve it because you were misinformed
- There is no macguffin and never was
- The maguffin is surprisingly difficult to retrieve
- Theft:
- You must steal a macguffin
- You must protect the macguffin from theft
- When you go to steal the macguffin it's not their or is not what you expected
- As above, except it secretly is (illusion, secret compartment)
- You go to steal the item and discover the owners are glad to part with it or the macguffin wants to be stolen
- There is no treasure to steal
- Bounty:
- You get paid for killing a creature
- You get paid for preventing people from poaching or killing a creature
- The bounty is on your head
- The creature or the reward is fictional
- No one believes the creature still exists but it does
- The bounty on a creature is very high, after killing many of them, the effects on the ecosystem become known
- Escort:
- You must accompany a macguffin to a destination
- You are the person to be escorted
- Something has affected the destination that makes completion of the mission impossible
- The macguffin is not what it appears, making delivery impossible
- Coup d'eat:
- You must unseat a person in power
- You are the person in power someone is attempting to unseat
- The person in power is actually the one who should be
- The person in power is the one who hired you to depose him
- You don't need to unseat the person in power because of their new position
- Performing the Coup d'eat destablizes the region and the fallout changes the shape of the campaign
- Duel/Contest:
- You must defeat an opponent
- Someone is trying to stop or defeat you
- Your opponent throws the match
- Your opponent loses, meanwhile he's accomplishing his goal while you're tied up with him
- The contest is called on account of weather
- The contest doesn't need to occur because of other developments that put you and your opponent on the same side
- Assassination:
- You must kill a target
- People have taken a contract out on your life
- The person is paying you to kill them
- The person is paying you to kill them, but is actually under the control of the players enemies
- When you go to kill them, they are removed in another way as an obstacle (or perhaps they leave the prime material) meaning it is no longer necessary to kill them
- Assassinating your target causes more problems then it solves
- Sabotage:
- You must sabotage a target
- You must protect a target from being sabotaged
- There is a non-functional device that must be repaired
- The target you set out to sabotage is already non-functional
- The non-functional target is actually just a ruse, the real danger is coming from another foreshadowed source
- The target due for sabotage fails of its own accord for entirly seperate reasons
- Sabotaging the target actually makes your own goals more difficult to achieve
- Exploration:
- You must explore an area
- You must prevent a group from finding out about an area
- You set out to explore an area only to discover it is already well mapped
- You discover a well mapped out area that you set out to explore but find that all the maps are very inaccurate
- Mysteries:
- You must solve a mystery
- You must prevent someone from discovering what you have done
- You set out to solve a mystery, but the solution is easily found. Knowing it causes a whole new set of problems
- Something happened with an obvious solution, a close examination will show that perhaps the obvious solution isn't correct
- Something that appears to be a mystery is clearly not when examined
- Skill:
- Your skill or work is tested
- You are needing to hire people for a project
- You set out to do a job, but it turns out there are bigger problems
- The bigger problems require a different skill you have
- It turns out that a skilled person wasn't needed at all


