So today I’m going to provide a little bit of useful information for people looking to run a Starfinder campaign, who want something a little more complex than “wizards and artificial gravity took care of all the problems” in locations.
All right, so, I’m back and more or less functional again. Today will mostly be an update post on where I’ve been for the last two weeks. Warning: contains wild animals and medical stuff.
Friday morning, I was bitten by a feral cat; Saturday morning I was diagnosed with cellulitis, which wouldn’t be a problem if the bite hadn’t been on the meaty part of my right index finger, making it uncomfortable to use. So I’m on an antibiotic regimen (with its own unpleasant drawbacks) for the next week and change. Posts will resume as soon as my finger gets less uncomfortable.
So today I’m going to discuss the magic system I’ll be using in my modded 5th edition D&D game, and why I’m completely discarding the D&D spell list for it in addition to changing how magic works in the first place. Fair warning for those who hold tightly to rules-as-written: I’m taking a machete to the rules.
Today, I’m going to talk a little bit about designing a dungeon or other adventure location, and what needs to go into it to get a good experience out of it. This won’t cover details like mapping the area or designing encounters, just the basics of the design work.
Today I’m going to talk about Guild Wars 2, the latest game my spouse and I have been playing, and something it offers that can be put to effective use in our tabletop games that usually doesn’t get tried.
Today I’ll be talking about Session Zero, since there’s one in my not-too-distant future; this is best described for my purposes as a combination of character creation, question-and-answer session, and segment for laying out what to expect from a campaign.