![]() |
| (We use an old CSWE map for Future Sigil.) |
![]() |
| (We use an old CSWE map for Future Sigil.) |
![]() |
| (Design by Thaddeus Moore) |
![]() |
| (Design by Thaddeus Moore) |
I respect the rules because they are the foundation of my game. They are agreed upon, even if a few of them are not perfect. They are predictable and therefore viewed as fair. Implementation and adherence is also consistent ... Shields are broken. Spell books are destroyed by fire. Characters perish in the wastes without water. And the rules do not care. The rules are unrelenting and therefore shoulder the blame when characters die ... Rules should be memorized whenever possible or allocated to handy screens. They should not be searched for during a game unless doing so is minimally intrusive. It is the DM’s burden to know the rules front and back and to hew closely to them.
Decide whether the item requires a character to be attuned to it to use its properties. Use these rules of thumb to help you decide:
Number 1 can be dealt with in other ways such as limits on the number of uses or the time between uses, or having the item be restricted to certain classes, species, etc. This is kind of silly as a reason because even with attunement items granting "lasting benefits" could be passed around.
- If having all the characters in a party pass an item around to gain its lasting benefits would be disruptive, the item should require attunement.
- If the item grants a bonus that other items also grant, it's a good idea to require attunement so that characters don't try to collect too many of those items.
![]() |
| (Matrox Lusch and Sick Rick bookend newcomers' viewing "The Annulus") |
![]() |
| (Art by Cynthia Sims Millan, 1978) |
We had fun using in our game the critical hit table from Arduin which, as often mentioned in many commentaries, is daft because over time odds are your PCs are going to suffer many more double natural 20s than any individual monster they are presently fighting. What happened over time is crit tables became more watered down (no more having a spine severed in one blow).
An excellent replacement is the Death and Dismemberment table by Zak Smith of Playing D&D With Pornstars. Basically, the Death and Dismemberment table is an alternative to death saves in 5th edition. Once a character falls below 0 hit points, a single roll is made with a variety of modifications against a table ranging from the very bad (hey, my spine can be severed again!) to characters getting that second wind and single hit point that comes with it.
The fairness of a Death and Dismemberment Table is that someone has to already drop to zero hit points before it's rolled on. To get there you use the standard critical hits of double damage (although I am experimenting with an exploding damage die on crits). This method is more fair to PCs, but still leads to broken bones and scars.
Another thing, that I am somewhat on the fence about, are divine intervention rolls. These used to be pretty common back in the day as a last ditch before character death or TPK, although it doesn't seem to be very common in the same way nowadays. The latest edition asking for divine intervention and expecting results is limited to 10th level clerics receiving a free cast of 5th level or lower spell or a 20th level cleric getting a free wish. And looing like RAW the cleric can call upon their deity as often as they meet the rest requirements.
I kind of like the idea that only the divine magic practitioners may call upon their personal deities, I had several religiously ne'er do well characters who asked for divine intervention without even listing a deity on their character sheet. But I still thing there should be some rules a'la the 1st ed AD&D Dungeon Masters Guide (pgs 111-112) that deities may refuse or even be angered by excessive requests for extra special boons. I have a table that expands on the original olden rolls, and will be working on something to make the clerical divine intervention interplay a little more robust. And perhaps offer some kind of an expansion to any character that regularly practices their religious faith.
What other gems have I tried to maintain over the years...? Ha, I do like weapon to-hit mods by armor type (although I've become attached to Anthony Huso's idea of tying the modifications to numeric base armor class sans dex & magic modifiers). I noticed character's age, height, and weight tables are missing from the latest versions. Ditto for eye and hair color. I mean, you could just pick an abnormal color - but those special Arduin tables were fun too.
![]() |
| (J.A.S. 15th Level Paladin "Alancrost" by J.A.S.) |
"But with regard to the material world, we can at least go so far as this — we can perceive that events are brought about not by insulated interpositions of Divine power, exerted in each particular case, but by the establishment of general laws."
Whewell: Bridgewater Treatise.
A portion of AC/DC's "Back in Black" is in the background during a segment of this video. The song is globally blocked by SEM Entertainment Group in unofficial videos on YouTube. The offending audio has been replaced with an excerpt from my original music: "Teacher Summertime Blues"
The Blipping Campaign, Saturday July 27, 1996
Magic Item of Note: Star Trek Armored Space Shuttle (The “Agencourt”); Jump Drive A = Jump 2; Movement Drive A = 2 Gs; Power Plant A = 40 tons fuel; 2 staterooms; Mod. 3 Computer (CPU = 5, Storage = 9); 2 low berths; 20 point force field; 10 ton cargo area; Triple Turret = Beam laser, Sandcaster, Beam Laser; Computer = (1) Jump 1 – 1, (2) Jump 2 – 2, (3) Library – 1, (4) Navigation – 1, (5) Target – 1, (6) Gunner Interact – 1, (7) Auto Evade – 1, (8) Return Fire – 1, (9) Launch – 1, (10) Anti-hijack – 1, (11) E.C.M. – 3.
Game Background Music: Yes, (?), U2, Queensryche, AC/DC, Neal Young, Mr. Bungle, Jethro Tull.
The Blipping Campaign, Friday November 29, 1996
Magic Item of Note: Mithral Torch (+1 to Wisdom, True Sight line of sight, it burns twice as bright as a normal torch (80 feet). Once per month everyone within the light has protection from evil and undead within the light are effected as if by sunlight.)
Game Background Music: Old Dick Dale (I think), Ministry, and the Steve Miller Band.
So from where J.A.S. is indicating in the Deities and Demigods we were battling Cthulhi Mythos, namely Nyarlathotep in this session. Plus it seems to have some friend with him. It seems creatures from the Far Realm (called the “Aberrant Realm” in my game) are fleeing from something even worse – The Old Ones.
In my pre- and post-End of Time scenario then the New Old Weird World adventuring party (or parties) could encounter two Illithid time-traveling starcrafts, one from the Illithids preparing to travel backwards in time to escape the End of Time event and the second the first Illithids’ ancestors who traveled forward in time to escape the Githyanki. Both are aware of the impending End of Time event and presumably would be aware of involvement by the Old Ones.
The Cthulhu connection from the Blipping Campaign is interesting because the New Old Weird World campaign also intersected with some Cthulhu mythos after escaping from a future Sigil. We departed from the besieged Cthulhu lands by way of resetting the mysterious “Great Portal of Broya,” ending up in an unstuck, time and space-wise, Tegal Manor.
Now I have a couple tricks to play with:
1. One is my thoughts of using the Decanter Room extradimensional space broken through to the Shadow Plane (a colloquial name, not any “official” Plane of Shadow); and
2. How the Old Ones intersect with the End of Time even and their essential indifference to the rest of reality.
Anyhow, that is a long explanation being the good news is that I do not need to answer any of these questions quite yet. I can preserve a timeline of my campaigns to date (below) to set some parameters, then just see what direction where go the present campaigns.