This is one of those tricky questions, in a game world populated by millions how can you single out a single NPC?
I’ve never been a fan of those NPCs that appear in novels as I find them a bit overpowering or over-hyped.
So I guess you could say that I really don’t have a favourite NPC.
We’re producing four pilots and you get to choose which shows go to series: THE GAMERS, BRASS, THE MIRROR GAME, & DEMON HUNTERS.
I love the Gamers series and watching all the classic fantasy gaming tropes being used always brings a wry smile to my face so backing this project is a no brainer for me.
Favourite Dungeon Type / Location.
Since I don’t really have a favourite dungeon type, I shall go for location instead. I guess my favourite D&D location would have to be Shadowdale in the Forgotten Realms. An area richly described in supplements and also a Volo guide as well really brought the region to life in my mind.
Favourite adventure I have run
I’ve run scores of adventures for players over the years and out of all of them only one really sticks in my head and that is NeMoren’s Vault by Fiery Dragon Press.
I think I may have run this adventure two or three times in the past and I get a kick out of it every single time. The reason for getting the group together is pretty good and the puzzles themselves are very well thought out; requiring the players and not their characters to sole them.
Favourite character you haven’t played.
This is a pretty tricky question as when it comes to D&D I have played all the characters I have ever created, the closest I could think of would be a cat-like creature for a friends Red Steel campaign.
I can’t really recall much about him apart from the fact he was incinerated by a fireball lobbed by an enemy wizard while he was levitated and picking off the enemy with a bow.
Favourite Character You Have Played.
Of the handful of characters I played my all time favourite was an AD&D 2nd edition Chronomancer called Garvine of Shadowdale. The class came from the TSR supplement about a specialist wizard that could manipulate time and was probably the only sort of specialist I ever played.
He was human and hailed from Shadowdale in the Forgotten Realms and always had his quartz crystal in the shape of an hourglass.
There was something special about him, I enjoyed the fact that the spells I had may not directly injure people but could do other fantastic effects; like push an opponent a few minutes into the future which would temporarily remove them from combat.
Early on in his career he obtained a wand of lighting bolts which proved to be very useful to the group and he wasn’t shy of entering hand to hand combat either with his staff and battle cry of “swingy-swingy-clonk”.
The funny thing was that if I was to say the battle cry before I rolled the die to hit, I was nearly always successful in my endeavours to strike my target.
We stopped playing when Garvine got to 8th level, which was the highest level I had ever reached as a player. Somewhere in a folder I still have the character but I guess it would need updating to the latest rules to play him.
New adventures for the 5th edition of the world’s first fantasy RPG! World-neutral, stand-alone, and ready to drop into your campaign!
Goodman Games is once again launching another Kickstarter and this time it’s a collection of adventures for D&D5. I shall be backing this project as Goodman Games have always come through with the goods.
This month the subject of the carnival is The Combat Experience and it is being hosted by RPG Alchemy.
Love it or leave it combat is one of those parts of the system that has more than it’s fair share of table time so finding a system that the players engage with is something that is always something I look for.
At school I studied fencing and attended an after school fencing club, the romantic ideal of swinging a blade was what attracted me to the idea. Since then I’ve always checked to see how a combat system models something as simple as feints, parries and riposte.
When I started gaming combat was something I enjoyed, as it gave me an outlet to swing swords or blast away with rayguns. I remember finding Pheonix Command and relished looking up on the various tables to see where someone had been shot. While this appealed to me as a games master it was very time consuming for the players as I had to perform a few calculations and look up the result.
While Phoenix Command handles gunfights and the aftermath of being shot I was very disappointed by the hand to hand side of things; even with the hand to hand supplement things never got any better. Millenniums End also had a novel way of doing things, align a template over a silhouette of a person and then you could work out where you hit. This also worked for hand to hand and I remember an afternoon of two players consistently kicking each other in the groin for what seemed like ages; the happy spree was broken up when one of the combatants switched locations and axe-kicked his opponent in the head.
I even tried playing Middle Earth Role Playing (MERP) but I was confused more by the game mechanics than the combat system, add percentage this to skills etc.
Warhammer 1st edition had a pretty solid combat system that was only slightly wonky but did cater for hit locations.
In the end I decided that I preferred a system that gave me the detail if I was after it, something the narrative games like FATE cater for and the system is a lot more cinematic and pulpy which is something I always enjoy playing with.