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The Demon Soldier

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Today we continue on where we last left off , and now focus on the Demon Solider. Of all the Demons, the solider is the most iconic, because of their sheer numbers. Every person who lived during the reign of the Demon King has encountered a Demon Soldier. Today, we will take a closer look at the origins and some of the more unique aspects of the Demon Solider. Demonization As we have talked about in the...

NttG#5 – Rejection

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Rejection is a part of writing. I was recently rejected for something I submitted and wanted pretty badly. They didn't like what I put out there, at least not enough to get on the list. Yeah, almost 300 people submitted and yeah I made the short list before they chose their people to be in the design rotation, but none of that matters to me because I didn't get the job. It's a reality check....

The Demons of Elhal

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Since their creation by Ebnus, the Demons have been a blight upon Elhal. While some with more narrow minds might say the same thing about the Orcs or Giants, the truth is that those races have their own positive effects on the world, even if we do not fully agree with the norms of their societies. The Orcs have made tremendous discoveries in the areas of natural science and agriculture, and the Giants create some...

Mastering Dungeons: Adventure Pacing

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So far in this series of blog posts on pacing, I have been looking at pacing at the table, from keeping players and DMs on their toes to managing initiative. Now I’d like to look at a different kind of pacing: adventure pacing. When designing an adventure, whether for a home group or for publication, whether for a one-shot event or as part of a long-running campaign, adventures must deal with pacing and encounter flow. Just...

The Darkness and The Light

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I want to take today’s lecture to discuss two unconnected events which happened during the Fall of the Empire and the Rise of the Demon King. Where our past lectures have been in chronological order, today’s stories fit into the timeline we have established thus far. Today we are going to talk about how the lands of Arelean became known as the Demon Lands, and the fate of Ceradome. The Darkness Let us start with the land...

NttG#4 – Creating a Lifestyle

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Creating things is fun. Designing mechanics, writing stories, crafting visual art, any of those makes me feel amazing. When I don’t get to do those things I get cranky. This means I needed to create a lifestyle that would accommodate me and what I want. I wasn't always good at this, to be honest I'm still not great at it, but I'm getting better. It's thanks to Phil and his life hacking philosophies and project management...

Mastering Dungeons: A Team Effort

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When you design an adventure for publication, whether it be for D&D or any other RPG system, it is no different than performing any other creative task. You may start with certain design goals, or the traits of the end product may take form through the design process. Either way, the form of the end product is informed by the goals and the process – and if the designer has done her job, that product...

The Massacre at Nendar Moor

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After the fall of Arelean and the rise of a Demon Kingdom, the Four Kingdoms had declared war on the Demon King to liberate Arelean and restore the Empire. War in that time, much like this time, was something which required preparation. In order for the Four Kingdoms to launch an attack into Arelean it would require coordination, and grounds to stage the troops before the attack. That place was Nendar Moor. Nendar Moor Nendar Moor is...

NttG#3 – Fear

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Hi folks. Today I want to talk a bit about Fear. When I make something, it’s mine. I created it, crafted it, and now it exists in the world by my own hands, and hell yeah, I’m afraid to show it off. Heck, sometimes I have the thing in my head and I’m afraid to let it out because I’m afraid it’ll suck. You know what the truth is. It doesn’t matter. It can suck. I’ve...

Mastering Dungeons: Back to Pacing

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This week we are back to looking at pacing at the table in D&D games. Just as a reminder, this pacing discussion is most relevant to games being run when time is an important factor, such as during conventions or at game stores when the game has to end at a certain time. This advice, however, even applies to home games when certain parts of the game—especially combat—are dragging on too long or not going...