Sunday, 22 November 2015

Introducing Aseir (Al'Farok) Aerendgast

We've started a new D&D game here at D4sign! Don't worry, we'll continue playing The Long Game, but we're also playing a game run by fellow D4sign blogger, Mike! Today's post is all about my character for the game, and how he came to be!
Dallas Kasaboski

Saturday, 21 November 2015

The Long Game: Intrigue with a Side of Indigestion

Greetings, fair traveler, and welcome back to D4sign! Let's continue The Long Game! When last we left our adventurers, they had barely sailed their ship to an outpost in Aes, Kalgar's home country. There, they were recuperating, and waiting to speak with Admiral Draksha concerning Kalgar's fate...

Sunday, 18 October 2015

Making Magic Happen

I used to have a problem with magic in D&D. For years, I avoided playing a magic-user, and would go so far as to ignore magic in games. This has changed recently, and I'm about to tell you why.
Dallas Kasaboski

Saturday, 25 July 2015

Developing Starfall: a story-first approach

Dominic Matte
When I work on a D&D game, I start with a core idea for a world or story (for example, what if dragons were secretly playing a game for the fate of the world and no one knew). Then I build the world in excessive detail, including history, politics, organizations, and characters. When I write in an event (or when the players do) I want to know how it'll affect the world, and for that I need to have the world ready in working detail. Once I'm satisfied with the expansive planning, I star play, adding more to the story and world on a session-by-session basis as the players explore and learn about what's going on.

At least, that's how I usually work on a D&D game. I've been slowly kicking out ideas for a campaign that I'm tentatively calling Starfall (after three or four rejected titles over the years), and I've been taking a different approach than I normally do. I may have mentioned it here before, earlier in the process. I've been building a framework of story in distinct arcs with specific themes around the core concept, adding and subtracting and re-organizing as I make progress.

Saturday, 18 July 2015

The Medium Version of The Long Game

Hello! We here, at D4sign, have been playing many games and sometimes it is easy to lose track of things. True to its name, we have been playing The Long Game for a long time, and I thought it would be a good idea to provide a summary. If you're new to the game, this should help you catch up, and if you're very familiar with it, this should refresh your memory. I will be updating this as we play and further details can be found in earlier Long Game posts!

I also found that while this was much shorter, it was still longer than the average reader may wish to peruse. Therefore, I have written an even shorter summary here.
Dallas Kasaboski

The Short Version of The Long Game

Hello! In an effort to bring everyone, including the players, up to speed on the events of The Long Game, I strove to make a synopsis. Realizing that it was great, but maybe still a little too long, I decided to make this summary, here. Lacking most of the story and content, it may not make as much sense, but for anyone already familiar with the journals, which can be found in previous posts, this summary will help to refresh your memory of our adventures. I hope you like it and find it useful!
Dallas Kasaboski

Thursday, 30 April 2015

Magic Is Not A Tech Crutch

Dominic Matte
I've seen a few interesting thoughts on the interaction between magic and technology. A common argument is that advanced technology would not develop in a world with magic because magic works as a sort of crutch that negates any need for scientific advancement. If you can shoot fireballs and beams of force from your fingertips, why would you need a gun? If you can teleport not just between towns, but between continents or worlds or planes, why would you need cars or trains?

Personally, I'd argue the opposite: a world with magic would develop technology at a faster rate.