Looking back at thoughts and speculations four years ago on what would be in '6e' in this the age of 5.5e and one of the first lines held true - 5e indeed had road ahead of it. There was no official fork but the work is being done to let 5e and 5.5e run at the same table.
We've seen a notch up in power for the 5.5e stuff - I'm going to take a stab and say it'll be worth maybe a half level to a level. You will be able to use a rule of thumb like for Pathfinder vs 3.5e and say that a 5.5e party could take on a 5e challenge that is on paper a level above them. Game structure wise so far it is the same thing as 5e, no significant mechanical changes like addition of social encounters or the like.
Beyond that the only thing I have seen as a change is that more folk are turning up to our open table games with characters on D&D Beyond on their phones. Which is a thing, because the network sucks and we have no wifi at either of our locations we use but we have figured out the workaround is load everything outside then come in and it will run on your phone throughout.
Appetite for digital games is not coming across on our forum - admitedly we are dedicated to running in-person games but we do not even see people coming in *asking* after digital sessions which I find telling. Most of the DMs are running a pretty analogue operation - they might have a laptop or tablet with digital books on it or D&D Beyond but I am not seeing anything like virtual tabletops or any of that. I will be intrigued to see how/if that evolves as new fancy tools come available.
This time last year myself and my old gaming table were talking about what might be in the new DMG - optional rules tied to settings was our big speculative guess if the pitch was to experienced DMs or better tools to teach new DMs was another if the direction was that way.
From what I have read the view seems to be that the new DMG has a better go than the 5e DMG at teaching cold-start DMs how to do the job. I still think a few more starter packs could be a money-tree for WotC if they wanted - tutorial adventurers for different types of things would be snatched from the shelves by new DMs. Even 'add on' guides for say the lowest level games of an anthology - the first heist of Golden Vault having a seperate 'how to' guide for beginning DMs on sale for $10 on Roll20 seems like it would be welcomed.
One thing that is apparent is that behemoth has shrugged off the pretenders to the throne - all the many post-OGL D&D killers have failed to slay it, even where they may have found some modicum of success. Critical Role is having a go pushing their own systems and maybe they will jump off D&D to something else but the window for that to have an impact has passed in my opinion. The 5.5e launch is 2/3 of the way done and it looks like the switch over is happening. They played it safe and they've consolidated what they hold.
All bets are off if Elon snaffles up Hasbro and feeds it to his AI games-corp but short of that happening, as today, so tomorrow.
04 December 2024
02 December 2024
Shiny TTRPG links #201
At this tail end of black-friday-sales, we link some OSR staples. For more, see the previous list found here or you can check the RPG Blog Carnival or on Third Kingdom Games news roundup. Originally inspired by weaver.skepti.ch End of Week links.
The BLOGGIES 2024: Call for Nominations!
We have a discount code for Lulu - 30% off with HOLIDAY30
Semper Initiativus Unum recommends OSR Products on Lulu
New School Revolution has more Lulu Recommendations
dieheart also has Lulu Recommendations
Yore gives us Gaming books on Lulu.com that I enjoy
Old Skulling recommends RPG Books on Lulu
Attronarch's Athenaeum points to DrivethruRPG for Black Friday 2024: Select OSR Publications
Le Chaudron Chromatique gives us A Feast For A Sphinx rewrite + print edition!
Nickoten on Bluesky highlighting why Jennell Jacquays made the dungeon a master environment of storytelling
The Nothic's Eye gives us Six Dungeon Gods
dungeon doll gives us Dungeon Gods
The BLOGGIES 2024: Call for Nominations!
We have a discount code for Lulu - 30% off with HOLIDAY30
Semper Initiativus Unum recommends OSR Products on Lulu
New School Revolution has more Lulu Recommendations
dieheart also has Lulu Recommendations
Yore gives us Gaming books on Lulu.com that I enjoy
Old Skulling recommends RPG Books on Lulu
Attronarch's Athenaeum points to DrivethruRPG for Black Friday 2024: Select OSR Publications
Le Chaudron Chromatique gives us A Feast For A Sphinx rewrite + print edition!
Nickoten on Bluesky highlighting why Jennell Jacquays made the dungeon a master environment of storytelling
The Nothic's Eye gives us Six Dungeon Gods
dungeon doll gives us Dungeon Gods
30 November 2024
Review: Journeys Through The Radiant Citadel
tl;dr: some pretty good adventures, standard 5e structures better for a tour-the-world than plane-hopping.
I got to put a handful of these adventures to the test so I feel fit to review this one now. Originally picked up with some keeness in anticipation of a planar adventure anthology - something that was going to deliver adventures in places that felt different. The premise was we get a bunch of adventures that happen in different cultures. In-world these are different realms that are connected to the central Radiant Citadel but the adventures and their settings could be accessed in other ways.
I like that this anthology gave us some interesting new options - both places and stand alone adventures that can be dropped into a planehopping campaign. I like the potential in the book for these adventures to break up other adventure arcs or to offer settings to arrive in that feel a bit different. General reception from among the games group I play at has been positive enough; it does not have the gold star reputation of Candlekeep but there are good adventures in here.
We get good variety of different places that could be encountered in one book - the next nearest alternative that I can think of would be to scour a whole bunch of different settings and pull an adventure out for them. If your players are embarking on an old school Sliders-style world-a-week campaign then this is a great resource to meet that 'what is different about this place' demand without killing yourself assimilating setting books.
I grabbed it when it came out because I was really pepped for cool, transplanar travel to places that are genuinely different and a breath of fresh air. I liked the pitch WotC gave of "we've tapped a bunch of people who are coming from different cultural backgrounds, to give you something different" - I thought, cool something unusual, I'm here for that.
I got to put a handful of these adventures to the test so I feel fit to review this one now. Originally picked up with some keeness in anticipation of a planar adventure anthology - something that was going to deliver adventures in places that felt different. The premise was we get a bunch of adventures that happen in different cultures. In-world these are different realms that are connected to the central Radiant Citadel but the adventures and their settings could be accessed in other ways.
I like that this anthology gave us some interesting new options - both places and stand alone adventures that can be dropped into a planehopping campaign. I like the potential in the book for these adventures to break up other adventure arcs or to offer settings to arrive in that feel a bit different. General reception from among the games group I play at has been positive enough; it does not have the gold star reputation of Candlekeep but there are good adventures in here.
We get good variety of different places that could be encountered in one book - the next nearest alternative that I can think of would be to scour a whole bunch of different settings and pull an adventure out for them. If your players are embarking on an old school Sliders-style world-a-week campaign then this is a great resource to meet that 'what is different about this place' demand without killing yourself assimilating setting books.
I grabbed it when it came out because I was really pepped for cool, transplanar travel to places that are genuinely different and a breath of fresh air. I liked the pitch WotC gave of "we've tapped a bunch of people who are coming from different cultural backgrounds, to give you something different" - I thought, cool something unusual, I'm here for that.
27 November 2024
Draconic ancestries and noble lines (RPG Blog Carnival)
This months blog carnival from Forsaken Garden has the topic of Haves & Have Nots - so I was inspired to write about the dragonblooded noble houses of my home campaign - inspired by Dragon Kings of Atlas Games 2004 "Seven Civilizations".
My home campaign has 'dragonbloods' the long descended, much diluted ancestors of dragons as a significant chunk of the nobility - PC's included. Dropping 'dragons' in on top of the usual human noble house too-ing and fro-ing has lead to some interesting effects. 'Rule by sword-right' is pretty close to the surface at the edges - this interacts with long-life because dragonbloods live for a long time and in folk memory (grandpa's stories to people alive today) there have been significant turnover in lands and titles because folk memory is centuries long.
The continent most of the adventures are set on was once conquered by elves with their own notions of what makes a suitable elf until they left and everyone else got to pick up the pieces. This institutional overhang of 'elven civilization', even if only in the warped memory of most, has lead to a strong affinity for elven-court like behaviours in public, even when these are a badly-fitting mask over red-clawed conquest.
My home campaign has 'dragonbloods' the long descended, much diluted ancestors of dragons as a significant chunk of the nobility - PC's included. Dropping 'dragons' in on top of the usual human noble house too-ing and fro-ing has lead to some interesting effects. 'Rule by sword-right' is pretty close to the surface at the edges - this interacts with long-life because dragonbloods live for a long time and in folk memory (grandpa's stories to people alive today) there have been significant turnover in lands and titles because folk memory is centuries long.
The continent most of the adventures are set on was once conquered by elves with their own notions of what makes a suitable elf until they left and everyone else got to pick up the pieces. This institutional overhang of 'elven civilization', even if only in the warped memory of most, has lead to a strong affinity for elven-court like behaviours in public, even when these are a badly-fitting mask over red-clawed conquest.
24 November 2024
Shiny TTRPG links #200
A notable milestone in these compilations of links from about the interwebs! For more, see the previous list found here or you can check the RPG Blog Carnival or on Third Kingdom Games news roundup. Originally inspired by weaver.skepti.ch End of Week links.
Goblin Punch goes on a tear with Monster Checklist, The Monstrome, Angelmen (+ Monstrome v2), Tower in the Wasteland v2, Pennetra (New Combat System),
Break!! gives us Setting: Outer World Holidays
The Graverobber's Guide shares Rough Terrain Cards
Rise Up Comus gives us Running a Tolkien Game that Does Not Exist
Necromolds shares Mold, Squish, and Roll Initiative: Necromolds Brings its Playful Dough Minis to D&D 5e
Runehammer gives us Runehammer D&D 5.5 rules mods
The Geekerati Newsletter writes on The Beauty of the "Non-House" Role Playing Game Magazine
I Cast Light! gives us PRACTICAL MAGIC: Or what to do now that your 1st level Magic-User has cast their one spell
Goblin Punch goes on a tear with Monster Checklist, The Monstrome, Angelmen (+ Monstrome v2), Tower in the Wasteland v2, Pennetra (New Combat System),
Break!! gives us Setting: Outer World Holidays
The Graverobber's Guide shares Rough Terrain Cards
Rise Up Comus gives us Running a Tolkien Game that Does Not Exist
Necromolds shares Mold, Squish, and Roll Initiative: Necromolds Brings its Playful Dough Minis to D&D 5e
Runehammer gives us Runehammer D&D 5.5 rules mods
The Geekerati Newsletter writes on The Beauty of the "Non-House" Role Playing Game Magazine
I Cast Light! gives us PRACTICAL MAGIC: Or what to do now that your 1st level Magic-User has cast their one spell
23 November 2024
The Githyanki Main
Given the fore-grounding of the githyanki presence on the Astral over the past couple of editions and in Baldurs Gate 3 - and given the new structure of the multiverse with all material plane systems floating as bubbles in the Astral, this makes them the 'universal' power - omnipresent but not omnipotent.
Going with 'Activities on the Astral' from 2e 'A Guide to the Astral Plane' we have explorers kicking about and hunting expeditions, essence mining on some select few dead gods and lots of attention to military patrols and campaigns. The primary foes for all this military activity are the githzerai and the illithids.
I thought a good model for this would be the Spanish in the Age of Piracy, an empire where reach has exceeded grasp - claiming all the astral but being a finite, if mighty, power. For inspiration, see the Spanish as portrayed in Pirates of the Carribean: On Stranger Tides. They seem like a decent model - relatively competent, fanatical, directed on religious grounds by a distant leader acting through devoted agents, lots of resources where they bring them to bear - a fearsome enough threat.
If we run with this analogy - mostly to get a sense of what the 'pulse' of the Empire is when things are just ticking along then we have a few parallels and a few differences.
Parallels
Treasure galleons - with Vlaakith on her throne serving as the draw for essence from scattered dead gods or booty from raids and conquests by her faithful - use all your treasure fleet tropes - incredibly valuable, very well guarded
Lost treasures - psychic storms, astral dreadnaughts, all these are hazards that could wreck an astral skiff and then roaming colour pools could see it cast somewhere odd on the planes
Treasure maps - grizzled githyanki survivors clawing their way back from being stranded on some Vlaakith-forsaken prime with a map of where their ship went down
A few big hammers - become enough of a nuisance and you will have nightmarish resources sent after you but conversely power is highly centralised and there are mostly bigger fish to fry
Not enough hands - For my own Spelljammer campaign I had my party set up with Letters of Marque to patrol/investigate various doings in the far flung reaches of the astral - from the Githyanki point of view they have regions of the astral that are not of critical interest to Vlaakith and so lightly held, where the local commanders need to draw on mercenary crews or wandering adventurers to keep tabs on things.
Hot and cold politics - depending on whether an envoy from the crown is present, those present in whatever far-flung outpost will indulge in less back stabbing for personal gain, plenty of 'more righteous than thou' front stabbing perceived weakness in the face of Vlaakiths will. Should an envoy with direct instructions from the lich queen arrive, people will fall in line
Differences
Hunting (astral-whaling) - long haul hunting voyages are a couple of centuries later strictly, but they are still age of sail so they work
Conquest of the locals - most sources talking about the githyanki make no mention of non-githyanki; implying they wipe out or drive off anyone they run into when they take new territories
Going with 'Activities on the Astral' from 2e 'A Guide to the Astral Plane' we have explorers kicking about and hunting expeditions, essence mining on some select few dead gods and lots of attention to military patrols and campaigns. The primary foes for all this military activity are the githzerai and the illithids.
I thought a good model for this would be the Spanish in the Age of Piracy, an empire where reach has exceeded grasp - claiming all the astral but being a finite, if mighty, power. For inspiration, see the Spanish as portrayed in Pirates of the Carribean: On Stranger Tides. They seem like a decent model - relatively competent, fanatical, directed on religious grounds by a distant leader acting through devoted agents, lots of resources where they bring them to bear - a fearsome enough threat.
If we run with this analogy - mostly to get a sense of what the 'pulse' of the Empire is when things are just ticking along then we have a few parallels and a few differences.
Parallels
Treasure galleons - with Vlaakith on her throne serving as the draw for essence from scattered dead gods or booty from raids and conquests by her faithful - use all your treasure fleet tropes - incredibly valuable, very well guarded
Lost treasures - psychic storms, astral dreadnaughts, all these are hazards that could wreck an astral skiff and then roaming colour pools could see it cast somewhere odd on the planes
Treasure maps - grizzled githyanki survivors clawing their way back from being stranded on some Vlaakith-forsaken prime with a map of where their ship went down
A few big hammers - become enough of a nuisance and you will have nightmarish resources sent after you but conversely power is highly centralised and there are mostly bigger fish to fry
Not enough hands - For my own Spelljammer campaign I had my party set up with Letters of Marque to patrol/investigate various doings in the far flung reaches of the astral - from the Githyanki point of view they have regions of the astral that are not of critical interest to Vlaakith and so lightly held, where the local commanders need to draw on mercenary crews or wandering adventurers to keep tabs on things.
Hot and cold politics - depending on whether an envoy from the crown is present, those present in whatever far-flung outpost will indulge in less back stabbing for personal gain, plenty of 'more righteous than thou' front stabbing perceived weakness in the face of Vlaakiths will. Should an envoy with direct instructions from the lich queen arrive, people will fall in line
Differences
Hunting (astral-whaling) - long haul hunting voyages are a couple of centuries later strictly, but they are still age of sail so they work
Conquest of the locals - most sources talking about the githyanki make no mention of non-githyanki; implying they wipe out or drive off anyone they run into when they take new territories
20 November 2024
The Lords Funeral (RPG Blog Carnival)
This months blog carnival from Forsaken Garden has the topic of Haves & Have Nots - so I was inspired to write about an old lords funeral some family witnessed not so long ago. This is offered up in the spirit of being closer to the kind of country customs most of our adventurers might encounter as opposed to the high pomp and ceremony of British Royal funerals which would the most obvious point of reference otherwise.
The local grand old landholder died recently and his funeral was well attended; a relatively rare glimpse into that old world. Use this for the more traditional, smaller scale events than the grand paegantry we all witnessed for Elizabeth II.
Groups in attendance, in order of social standing, were:
The Family - including the new lord, potentially also including others of the blood family returned from far afield.
The County - the old lords peers, the local nobility and other major land-holders.
Our Friends - the non-noble members of the lairds community, be that co-religionists, or in something more fantasy could be same-species or other affinity group.
Our Betters - important members of local society - non-landed nobility, significant clergy of other religions, community leaders, and so on.
The Neighbours - local farmers and landholders, including the tenants of the laird and other commonfolk who had some sort of connection to the laird through their activities - i.e. they would have been recognised by the laird.
The sixth, unnamed group, are everyone else who has come along, the local peasantry, tradesfolk, passing travellers, others who wish to pay respects. This group will probably be similar in numbers to all the others if not more.
Boiling that down into a table, because after all this is a gaming blog: d100 - who are you meeting at this local nobles funeral
1-2 Family - children, cousins, aged siblings or cousins
3-8 Peers - other local noblility; could be the nobles themselves could be various representatives, minor family members and so on
9-22 Faithful - people who shared some notable commonality with the deceased; in our fantasy games that could be religion, it could be plane of origin, it could be species.
23-43 Respectables - regional notables, not quite nobles, nor sharing the notable trait of the deceased, but the 'leaders of the community' who would need to be seen attending
44-50 Known Commoners - local dwellers, could be tenant farmers, old hirelings, homunculi, craftsfolk - those who would have actually worked with and for the deceased - the most likely to both know useful things and share them with strangers come to town (such as adventurers)
51-100 Masses - everyone else; while plenty happy to talk about the deceased, "facts" discussed may be wildly unreliable.
While the demographic split above is reasonable, attitudes and atmosphere can vary wildly, from the tension of an heirless throne to the fond celebration of life for a respected and long-lived lord. Tensions between those of the 'notable trait' and everyone else can also be played upon - appearing in particular between the Peers and the Respectables, the Faithful and the Massses. Depending on what exactly the old lord liked to do with his time, the Family may or may not be happy to see the Known Commoners present and/or to see them talk with outsiders.
Lots of social potential to be had at a funeral, in particular because lots of folk who would normally quarrel, possibly violently, will hold themselves in check for this occassion only out of respect.
The local grand old landholder died recently and his funeral was well attended; a relatively rare glimpse into that old world. Use this for the more traditional, smaller scale events than the grand paegantry we all witnessed for Elizabeth II.
Groups in attendance, in order of social standing, were:
The Family - including the new lord, potentially also including others of the blood family returned from far afield.
The County - the old lords peers, the local nobility and other major land-holders.
Our Friends - the non-noble members of the lairds community, be that co-religionists, or in something more fantasy could be same-species or other affinity group.
Our Betters - important members of local society - non-landed nobility, significant clergy of other religions, community leaders, and so on.
The Neighbours - local farmers and landholders, including the tenants of the laird and other commonfolk who had some sort of connection to the laird through their activities - i.e. they would have been recognised by the laird.
The sixth, unnamed group, are everyone else who has come along, the local peasantry, tradesfolk, passing travellers, others who wish to pay respects. This group will probably be similar in numbers to all the others if not more.
Boiling that down into a table, because after all this is a gaming blog: d100 - who are you meeting at this local nobles funeral
1-2 Family - children, cousins, aged siblings or cousins
3-8 Peers - other local noblility; could be the nobles themselves could be various representatives, minor family members and so on
9-22 Faithful - people who shared some notable commonality with the deceased; in our fantasy games that could be religion, it could be plane of origin, it could be species.
23-43 Respectables - regional notables, not quite nobles, nor sharing the notable trait of the deceased, but the 'leaders of the community' who would need to be seen attending
44-50 Known Commoners - local dwellers, could be tenant farmers, old hirelings, homunculi, craftsfolk - those who would have actually worked with and for the deceased - the most likely to both know useful things and share them with strangers come to town (such as adventurers)
51-100 Masses - everyone else; while plenty happy to talk about the deceased, "facts" discussed may be wildly unreliable.
While the demographic split above is reasonable, attitudes and atmosphere can vary wildly, from the tension of an heirless throne to the fond celebration of life for a respected and long-lived lord. Tensions between those of the 'notable trait' and everyone else can also be played upon - appearing in particular between the Peers and the Respectables, the Faithful and the Massses. Depending on what exactly the old lord liked to do with his time, the Family may or may not be happy to see the Known Commoners present and/or to see them talk with outsiders.
Lots of social potential to be had at a funeral, in particular because lots of folk who would normally quarrel, possibly violently, will hold themselves in check for this occassion only out of respect.
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