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Coming soon...
The MorvanghulfA D&D Next legendary creature of terror, inspired by the marvellous Innistrad MTG setting.
Be afraid, be very afraid..!D&D Next is in playtesting phase. You can apply for playtesting here, and follow the discussions on Twitter!
(Hashtag: #dndnext) -
Zendikar - 13th Age
Setting adaption!A "conversion" of the beautiful Zendikar plane from Magic: The Gathering into a 13th Age setting!
Warning: fantastic visuals ahead!Part 1: Races
Part 2: Icons
Part 3: Minor Icons
Part 4: Locations
Part 5: Story Hooks
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ABU HELL
A new urban-fatasy fiction project!It's the near future, and it's a historical day for aviation.
Something feels wrong, though.
What is going on?
Begin to find out in the first chapter!ABU HELL: Flight FZ001
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Zendikar - 13th Age
Setting adaption!A "conversion" of the beautiful Zendikar plane from Magic: The Gathering into a 13th Age setting!
Warning: fantastic visuals ahead!Part 1: Races
Part 2: Icons
Part 3: Minor Icons
Part 4: Locations
Part 5: Story Hooks
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The World of Cthon
A new cosmology and setting template that concentrates all the planar location into the material world!
UPDATE! Summarized version:
My Own #DnDNext CosmologyPart of the #dndnext blog carnival "If I Ruled The Multiverse".
(Hashtag: #5eplanes) -
Cthon: First Age
The First Age of Cthon in detail!
The primitive and deadly world that ended with an immense disaster, going deep underground and becoming the Underdark and Lower Planes of the later ages!
Part of the #dndnext blog carnival
"If I Ruled The Multiverse".
(Hashtag: #5eplanes) -
Cthon: Elder Gods
Meet the Elder Gods of Cthon, a class of deities that includes classic lovecraftian beings, classical evil gods and entities, and demonic lords of DnD!
Part of the #dndnext blog carnival
"If I Ruled The Multiverse".
(Hashtag: #5eplanes) -
Zendikar - 13th Age
Setting adaption!A "conversion" of the beautiful Zendikar plane from Magic: The Gathering into a 13th Age setting!
Warning: fantastic visuals ahead!Part 1: Races
Part 2: Icons
Part 3: Minor Icons
Part 4: Locations
Part 5: Story Hooks
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The Dawn of Sorcery
A "legend and lore" post wrote before my World of Cthon cosmology idea, it explores sorcery as channeling of raw magic, predating wizardry and eventually originating it!
A big real-world mythology figure inspired the story... Which one?!Not yet part of the #dndnext blog carnival "If I Ruled The Multiverse", but I will adapt it to World of Cthon soon!
Tuesday, December 31, 2019
I'm BACK!
Every blog's got to have an "I'm BACK!" post, right? Well, I never thought this blog would.
Sometime in 2015, the official Wizards Of The Coast's community shut down. They did give a warning some time before, and I did say to myself I would have saved at least a selection of the crazy amount of content I had created there. But alas, I forgot, and on the announced day, the lights at Wizards' servers went off.
Together with hours of writing, a lot of the images that were used for this blog went down the drain, making the blog look like a war-zone of broken-image placer icons and empty space.
I felt so bad that I found no more will to go on, with this otherwise pleasant hobby.
Now, all of a sudden (and I have no clue how) I found out that the Wayback Machine of The Internet Archive had saved quite a lot of my stuff, including most of the images that were linked here!
I quickly saved all the blog and forum pages in PDF and all the images I found.
Now, the question that remained was where to host all this stuff, to then link it here.
Turns out cloud storage is extremely bad for this purpose, due to the way they dissuade direct linking to file.
Therefore, I dusted off another extremely ancient fossil of my digital presence online: a Sourceforge project I abandoned in 2002 (I was 15!!), but that is incredibly still online: the Gremlin Engine project, also related to RPGs, but back when I was smart and I could code them, instead of just write about them.
The problem was how to get access to something that was connected to my first email address ever, by Tiscali, the first free internet provider in the world, if I remember correctly, and one of the only such "firsts" from Italy, and from its island region of Sardinia.
Turns out they never deleted me from there either, and even if the domain changed, they even kept the redirect from the old domain to the new one. So when I went through password recovery on Sourceforge, I got back all my access credentials, including FTP access to my Sourceforge space, and with it a new place for the images for this blog!
So for now this is all I want to write here, but I will soon post old and new content, to celebrate this blast from the past.
See you soon, my minions! :D
Monday, March 12, 2018
#RPGBlogCarnival "Gamemaster's Cut": my two cents on cinematography and D&D!
When my dear friend Gonzalo, owner of the beautiful Codex Anathema gaming blog (and company!) decided to host his own RPG Blog Carnival I had to go back to this almost defunct blog of mine and write something! It's like a Geas spell... :P
The topic could be described as cinematography in D&D, or D&D in cinematography. Or both, if possible.
I was initially unsure I could contribute with something meaningful, but I also remembered that my current campaign, which runs in a world loosely based on the "Cthon" cosmology/setting detailed in the deepest archives of this blog, basically started exactly as an attempt to bring the best thrills of cinema into D&D, in a very specific way.
So I'm going to talk about this specific way of mine, which could be summarized as...
Bringing back the Fear of the Unknown to D&D... And cinema
EXTRA: How I'd do a D&D movie, based on this.
Tuesday, September 15, 2015
Zendikar: Uncharted Seas - Introduction!
Scattered In The Blue
And in fact, there is no telling where this island is, and what happened before you arrived here.
The wind was so powerful that it lifted you repeatedly.
The waves were so tall that looking forward from the stern of the ship you could see only dark clouds, while from the bow there was only angry ocean.
The roil spouts were dreadful: the massive ship felt like nothing but a tiny Kor kitesail blown away by a gale, when it was carried away into them and by them.
| Into The Roil |
| Roil Spout |
| Near Death Experience |
| Welkin Tern |
| Flooded Strand |
It's like a piece of dreamy heaven painted right into the sky and popping up as if seen through an explorer's scope.
| Explorer's Scope |
Finally you manage to get up and look around.
The coast is varied, with high rocky cliffs alternated by pristine lonely sand bars.
| Lonely Sandbar |
And lush vegetation covers every space that is not firmly conquered by sand, rock, or water. Actually no, the water doesn't stop it, and probably not even the rock. Zendikari plants, unlike its people, have found out how to live in every corner of the enraged world.
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| Island |
Thursday, September 10, 2015
The alternative D&D Ranger from Unearthed Arcana: A New Hope!
Even if I didn't have a very positive initial reaction to what I saw in the new Ranger alternative brought to the community by Mike Mearls, I want to call this initiative a New Hope.
First of all, because I wrote so many times about the issue, and I'm finally seeing some movement at least in the direction of a class that finally has more identity, originality and uniqueness.
Second, because I think the effort needs encouragement and positive feedback to actually improve and become a great piece of the game.
I will not discuss here of what could happen if it ever becomes official, nor any other "it's the end of the world as we know it" things. I just want to compare this new Ranger with the expectations I have, and the expectations I see around. And I'm going to do it in detail, following the order of the document that was released with the (draft) class.
First of all, the feedback and the motivation
What I see written in the first part by Mearls seems to coincide with my thoughts. The Ranger having begun as just a mix of classes, the signature features becoming available to every other class (thus stopping being signature), the Favored Enemy thing being too little to become a new signature feature, and the problem of the animal companion ending up being too little or too much.
I would stress again, based on this, what I always say: until we stop trying to "do the ranger" and start trying to understand what it is to "BE a ranger", there is no hope for this archetype: it's gonna end as a sub-archetype of something else, and unfortunately lots of people are fine with it. But from my extensive experience, the people that are fine with it have never questioned themselves about what the Ranger should be and could be. And this is the question that matters.
Because we all already understood that the "Ranger as we always knew it" is just doable with other classes, but that doesn't mean the Ranger should be just that. It just means it shouldn't be what it always was. And anyone who opposes this is just not interested enough in the outcome, (because don't forget that for some people, warriors are just an accessory for spell-casters) and as such, logically, these people are not the best to consult for this matter.
So to wrap it up: the Ranger must be re-thought from the ground-up.
The concepts behind the new Ranger
Stop ranting and give us some ideas, L.A.!
- About Skirmish: make it more of a skirmish. More movement, less stealth, more attacks.
- About Ambuscade: make it so that it works in difficult terrain or Favored Terrain, while in others it should require long setup.
- Also use scouting as a signature: by spending time in an area, the Ranger can set it up, prepare traps maybe (subclass: Trapper), but especially set up some cover to be used defensively or even aggressively.
- Connected to this, let the combat style of the Ranger involve the use of terrain. In a previously scouted terrain, the Ranger not only does Ambuscades, but can have small reaction-using attacks and movements that lure the enemy into Disadvantage, make them slam into each other while chasing you, make them hit branches or trip on rocks. The Ranger should have a limited ability to even manipulate the terrain (with enough time), so that it gives these opportunities later on. The key is that the Ranger should scout ahead and prepare the battlefield to his advantage,
- If we want a more survivable Ranger, we need the "Herbal Poultices" back: they were great, they stay true to the roots of the Ranger, and they represent the superior foraging abilities.
- Make the animal companion, the big one, follow the Ranger only from afar. It must be a conflicted relationship: it can come in moments of great danger, and/or once a day when the Ranger "convinces it", and it can't be just called on the spot: it's another of those things for which the Ranger should need a long preparation, maybe even a Short Rest spent only for that.
Complement this big animal with a smaller, much more faithful one, that harries enemies, does some damage, distracts, trips, whatever: like a familiar but much more combat-focused. It can also dies, but then the Ranger could get a new one as well, although of course not without some work.
Saturday, September 5, 2015
Vurokk Dahvre: my favorite character, for the updated D&D and updated Zendikar!
Vurokk Dahvre (aka Vurokslaw Dedahvrov) is a name that, if googled, might even be mistaken for an official character of Magic: The Gathering, and its Zendikar plane in particular.
That's because I really wrote a lot about him, and played him for a while in a Zendikar-set D&D campaign, albeit a prematurely ended one.
He is the only character I would like to keep for the new campaign that me and my original Zendikar DM (and beloved friend) Gonzalo are going to start soon, set back into Zendikar, but in the updated timeline, matching the new Battle for Zendikar expansion (#mtgbfz), and with the new fifth edition of D&D (#dnd, #dnd5e).
- His looks seem a bit too gothic when put next to the usually practical/pauper outfits of the typical Zendikari adventurers.
- He is a user of dark magic, possibly even divine in nature, something that not even the vampires in Zendikar are known for.
- He's not cunning, wise, or very resilient, which are probably the distinguishing abilities of a successful adventurer in Zendikar.
- He's not even a native of Zendikar, or at least his ancestor weren't (it's unclear).
- The gothic appearance is actually supposed to be just a styling of very practical/pauper materials, typical of Zendikar: the armor is not metal, but giant scorpion chitin, the mask although black is carved out of the skull of some demon or worse, and so on.
- The "dark divine magic" he is supposed to use in D&D terms is actually just plain Black Mana in Magic terms, thus molding up nicely in the setting, which is supposed to translate D&D concept into Magic ones, when applicable.
- He sports a combination of abilities (strength, agility, and charisma) that is rare and even unique (you never see them all high, all together in any character, usually), making him a character that is sought by the typical Zendikarian "Expeditionary Houses", because he is not replaceable.
- Even if he is not native of Zendikar, or descended from non-natives, he doesn't know it (although sometimes he suspects it), so for all purposes he is and acts as a true Zendikari.
Monday, August 31, 2015
Role-playing in Zendikar, without too much Battle for it! #dnd #mtgbfz
With my already long-time friend Gonzalo we once delved into the Zendikar world with D&D.
He mastered a great adventure that in true Zendikar style was a puzzle-heavy dungeon delve in an exotic land (Tazeem).
It stopped short of turning into a full campaign, because of defections of players and the impracticality of forums. But it was already starting to include a bit of Eldrazi in it. It was an element of Zendikar nearly impossible to ignore, even if it's been confirmed that they didn't originally belong to the setting, in the designers' view.
Some time later I took interest in the very D&D-derived 13th Age table-top RPG, and more than in the game itself, in its approach to role-playing and setting-building. The concept of Icons, the Non-Playing Characters with enough influence in the setting to become political forces, and the relationships of playing characters with these Icons, fascinated me.
So I went on to create the "Icons of Zendikar", and an incomplete but usable set of locations and story hooks to go with them.
I also kind of attached a few parts of our campaign story (especially the parts that actually never came to be played) into the story hooks, advancing a bit the whole story-line. Eldrazi where largely absent, mostly due to my personal dislike of them.
My dislike for Eldrazi is mostly due to a love for Zendikar: when you love something, you don't want to see it spoiled and ruined. Other than that, I also think they did them too well: they are really alien and it shows. And I don't like that. I would have liked them more if they would have been less alien, more Zendikari. But then their purpose would have been defeated, so I still "accept" them. I just prefer not to deal with them in role-playing.
Now Battle for Zendikar is coming, and with it a new wave of excitement and will to role-play into Zendikar (shared with Gonzalo!), but also a new wave of Eldrazi madness.
So this post will be a brain-storming about how to make a cool adventure set in Zendikar, even in the Battle for Zendikar times, but without much influence of the Eldrazi.
"I search for a vision of Zendikar that does not include the Eldrazi."
Wall of Omens flavor textSo where in Zendikar could we have an Eldrazi-free or Eldrazi-light experience?I have multiple answers.
We know from the story released so far, and the lands artwork, that Tazeem still has pockets of uncontaminated nature. But it's basically a continent under siege, so it should be largely excluded.
Bala Ged, one of my favorite continents (actually defined as a sub-continent of Guul Draz, a bit like India is a sub-continent of Asia), has been completely destroyed. And apparently, Sejiri was destroyed as well, I guess being the continent from which Ulamog came out (but that's not canon, just logic because I wouldn't see the titan going there to destroy something, since there's little life anyway).
These leaves us with three continents: Murasa, Ondu, and Guul Draz.
Murasa: the "Retreat to Kazandu" option.
One of the spoiled cards caught my eye and mind immediately: Retreat to Kazandu.Guul Draz: the "Another Kind of Evil" option
Ondu: the "Sea-faring Adventures" option
The mainland of Ondu is not a very interesting place, and the description of it coming from the new dual cards doesn't sound similar to the one given with the old Planeswalker's Guide... There is probably some confusion among the designers themselves about what's in Ondu and what's on Murasa, because it seems like they regulary mix the two continents, in terms of environments, in particular regarding the "verticality of the landscape" (which I like to think to as a constant of Zendikar, actually!)
Other options remain!
- Bala Ged is still alive! - Bojuka Bay was such a hidden place that not even the Eldrazi found it...!
- Aerial Tazeem - The highest floating parts of the Vastwood are still safe havens, and Emeria could be the ultimate exodus target.
- Hidden Islands - After Jwar lie more islands that are somehow warded off from the rest of Zendikar, maybe thanks to the Strand of Jwar. Old isolated civilizations could be still living there as they used to before the very first advent of the Eldrazi, 3000 years before!
- New Continent! - Much like the above but bigger: the Zendikari explorers suck, and they hadn't mapped all of the continents yet!
- Underwater Sejiri - Sejiri is destroyed, but under its ice, an unexplored underwater world remains, where the Sejiri Merfolk are planning a counter-offensive, or maybe just want to remain hidden...
- AKOUM - Yes, I had forgotten about it, no, it wouldn't be a main option since the Eye of Ugin where the Eldrazi where released from is exactly here..!
Friday, July 17, 2015
Doing the Ranger or Being the Ranger: a #dnd class and its (missing) identity!
The "State of the Game" official podcast on the D&D website was a huge surprise for me and guys like me: they finally admitted having given the Ranger class nothing really unique, no true definite identity, and admitted that they want to work it out and present variants that solve this issue.
I don't want to link now the posts in which you could see that "I told you that!" - But I friggin' told you that!
Now, on to business:
The Ranger as it is today (read: as it always was)
The parenthesis is there to explain the origin of this whole issue.
We tend to associate words with what we know the word for, not with what the word could potentially represent. Due to this fundamental human weakness, every single iteration of the game has tried to refine, fix, and improve a class that was flawed *in its roots*.
The problems of the original Ranger are the following, and they apply to the Ranger as it is today:
- It's a hybrid class, let's face it. Everything "typical" of the Ranger comes from another class, except for a few things that (even worse) come from Background territory.
- It was meant to describe a specific character, we even know his name. The very word "ranger" basically comes from that character. The class evolved a bit only when it also needed to describe another specific character, and we know the name of that one too. Still: no class should describe unique characters. Unique characters should use the classes to be better described, which is totally different.
- It casts freakin' spells. And still it tries to describe a particular archetype of expertise-based warrior/specialist that, if having all the skills and derived advantages it should have, would have no need of spells, other than no time to study them, or no time for the eventual mystical connection needed to receive them.
- It's portrayed as a tree-hugger (a completely Background-territory concept) for no other reason than pure blatant cliche. To make a comparison, if such a Background-tied concept would be tied to the Fighter, we would have Fighters being described and having *features* such as "Beer-Fueled", "Obsessive weapon polisher", and "Being unable to speak without shouting". These kind of things should be completely out of a class, they just don't belong there.
- It has no fighting mechanic that makes it different from any other man swinging or firing a weapon, other than some minor things like "extra damage or extra attack" choices, which could belong to just about any other class and don't tell anything about how is the Ranger something different.
- But what about armor? Take the feat.
- But what about hit points? Take Constitution, maybe feat.
- But what about the animal companion? Animal Friendship or Familiar spell or plain-old training and Animal Handling skill.
- But what about two-weapon fighting or archery? Yeah, what about them? You have them.
If the Ranger has to be just "the class for those people who want to mix classes but don't want multiclassing", I hope you realize how pointless and shallow that is. The designers, fortunately, realized it now.
A RANGER SHOULD BE A SKIRMISHER WARRIOR: AN EXPERT IN USING TERRAIN, RECON, AND WISDOM TO GAIN ADVANTAGE IN COMBAT, USING HIGH SPEED AND MOBILITY TO COMPENSATE WEAK DEFENSES, AND WITH THE ABILITY TO ENGAGE, HARRY, AND EVENTUALLY KILL MANY FOES AT THE SAME TIME, POSSIBLY EVEN IF/ESPECIALLY WHEN THESE FOES ARE FAR APART AND/OR FAR AWAY.The statement could sound a bit too serious and modern, but it's just because it needs to stress out technical differences. Without breaking much the immersion into the world of fantasy roleplaying, or D&D in particular, we could say that the Ranger is:
- The kind of warrior that concentrates on the environment around him/her other than the foes.
- The kind of warrior that patiently scouts an area and observes enemies for hours before attacking, to maximize every advantage.
- The kind of warrior that is always moving and using momentum to dart around the battlefield, nearly dancing around the enemies, and making them die the death of the thousand cuts while pinning them in a situation or terrain from which they can't easily escape.
- The kind of warrior that would set up traps,
- The kind of warrior who works best alone.
- The kind of warrior that can guide his/her allies across difficult terrain, or save them from immediate environmental dangers.
- The kind of warrior that uses beasts as a tool for combat, sometimes forming close bonds with a beast that becomes the only reliable companion to fight in his way without spoiling the plans.
- The kind of warrior that takes on the most difficult to reach enemies, by navigating the terrain better and faster than others, and/or by harassing them with bursts of arrows.
- The kind of warrior that can have a whole bunch of people concentrated on him/her to no effect, because he/she moves better and faster, knows the terrain better and uses it better, and is sometimes difficult to spot or catch.
- Both should be experts/specialists, as opposed to pure fighting machines/generalists (aka Fighters).
- Both should care about their surrounding more than the generalists, because they depend on them both for attacking and survival.
- Both use intellectual abilities more than the typical soldier.
- Both are weaker in defense, stronger in attack, at least in general.
- Both should be able to create the situations they need to excel/survive, at least in some limited fashion, when they can't find them in their surroundings.
- A Ranger should be an expert in survival, terrain, the use of animals, possibly the making of traps or at least ambushes. A Rogue could be an expert of anything, even the Ranger stuff, but will never get the benefits that the Ranger gets from its particular expertise.
- A Ranger should be a specialist of open, possibly natural terrain, movement across it, and long ranges (hence "ranger"), whereas a Rogue should excel in close quarters, provided he can use or create a distraction and/or a hiding/escape.
- A Ranger should use a lot his/her Wisdom, whereas a Rogue should use a lot more Intelligence and Charisma.
- A Ranger should focus more on open movement as a defense, whereas a Rogue should focus more on hiding or distracting.
- A Ranger is stronger than a generalist Fighter in attacking multiple enemies, whereas a Rogue is stronger in attacking only one enemy at a time. None of them are strong in attack against a tight group, which should instead be the specialty of the Fighter, that has the defense skills to survive thick melees.
- A Ranger could create the favored situation using his/her animal, previous terrain recon, and/or with bursts of movement and maneuvers aimed at separating the enemies, making them more manageable, whereas a Rogue could create the favored situation by improvising a diversion, distracting, feinting, hiding, or dirty-fighting alongside a more imposing ally.
And that's it from my side: I hope the designers will follow these new ways at last, after I suggested them for so long. Sure, crafting mechanics that actually represent them could be harder than just describing things like this, but I have a few ideas in those regards as well.
And in fact, I will conclude with a bonus: a pitch for a truly unique Ranger mechanic.
Instead of attacking once (or more times, depending on additional attacks), and subsequently dealing damage accordingly, as a Ranger you can attack every enemy you move close enough to, or every enemy in line of sight in case of ranged weapon usage, with a single attack roll and damage roll. You just split the total damage as you wish among the enemies whose AC you hit with your roll.








