Monday, January 22, 2018

Legacy Weapons in D&D / OSR games

Illustration by Daniel Ljunggren
(c) Wizards of the Coast
I have a bit of a love-hate relationship with magic items. As a DM, I’ve always wanted magic items to be a rare and cherished item in a character’s inventory. The challenge is that, as characters level up, that +1 Longsword becomes less useful and will be discarded for the next powerful “plus” that comes along, no matter how fancy a name you might give it.

Because I do not want to have to churn new magic items through the party every few levels (supposed to be rare, right?), I’ve had to come up with ways to keep existing items in the player’s inventory fresh. In this regard, I’ve stolen come up with ideas to improve magic weapon: Enchantment (rune/gem) Slots and Legacy Weapons. 

Enchantment slots is an idea modified from the Diablo series of video games. In those, you can upgrade some magic weapons or armor by permanently fusing a limited number of gems to the item. Depending upon the gem, you may add different powers or damage types to the weapon. Because I am running Storm King’s Thunder, I am using the Giant runes in a similar way as suggested in the book. However, Giant runes aren’t the only avenue for upgrading the power of a weapon or other item. Other enchantments can be laid upon the item if the PCs do the required research. This may involve rune magic, alchemical treatments, gem enhancements, or other rituals.

During the 3rd edition, Wizards of the Coast published the Weapons of Legacy book. In this book, they posed an alternative where weapons (or other magic items) might start out with a basic power, but also unlock new powers as the characters advance and discover lore-related rituals. They introduced the concept of attuning to a weapon, and added other layers (weapon feats) which could be gained through various complex means.

In my own D&D 5e game, I was not looking to introduce something quite as complex, so I came up with a few ideas. An item might have a code phrase or ritual to unlock additional power(s) only discoverable through research or lore-based divination. Alternatively, an item might grow along with the power of the wielder. As an example, a lower level Paladin might receive a +1 Holy Sword, which does 1d6 extra to undead. As he levels, it gains +2 and 2d6 at 6th level and by 9th level, it’s a full blown Holy Avenger. Its power unlocks might also be triggered sooner by destroying powerful undead, or extra-planar beings.

Just about any rare or wondrous item could be re-skinned to start out as a simple low-level magic item. You can drop hints that there is something special about the item when they attune or identify it, without necessarily giving away the whole mystery. Be sure to name the item and create a small backstory to pique that extra interest from the player.

Final Thoughts

If you’d like to add a little more richness to the lore of your magic items, or at least make them seem like less of a disposable resource, consider adding ways to level them up for your players. Imagine if the likes of Wave, Whelm, or Black Razor were disguised as a "normal" magic weapon prior to revealing their true natures. This could also be true for curse weapons, which may not reveal their curse at the initial attunement. Now every magic item found may be cause for both wonder and concern.

Wednesday, January 17, 2018

Running Storm King's Thunder - Episode 2

In Episode 2, I speak more generally about improving your game in the first half hour (no spoilers). Storm King Thunder specific tips come in the second half hour (mild spoilers).

(1:40) Importance of Session 0 (follow-up on the blog post from the other day).
(15:00) Using Assault of the Giants board game miniatures (
(20:12) Simple ways to use crafting to improve encounters
(22:20) Paper crafting as a simple way to create 3D elements (more on papercraft here)
(28:00) Leveling in D&D 5e and Storm King’s Thunder
(32:15) Putting the brakes on leveling for Nightstone and bridges to the next chapters
(33:45) Alternate utilization of Zephyros and Harshnag… and other throw-away NPCs
(38:50) Extending the mid-tier levels prior to getting into the main SKT story
(41:25) Finding other adventures that can tie into the SKT story arc
               (43:05) D&D 5th Edition Adventures by Level
               (44:15) Death in the Cornfields
               (49:15) Mustering at Morach Tor (Dungeon #144)
               (N/A) Kraken’s Gamble

Tuesday, January 16, 2018

GM 101: Why is Session Zero Important?

I often see the question “What is Session Zero?” on social media… or if they haven’t heard of “Session 0” before, one might see a complaint like “I wanted a wilderness-savvy ranger traveling between settlements and exploring the frontier, but everything in our campaign is in this giant capital city. I never get to use my character’s [insert favored class abilities here] and feel less than useful in the game… What can I do?”

[ UPDATE: I also talk a big more about Session 0 in my video blog here: ]

Thursday, January 11, 2018

Running Storm King's Thunder - Episode 1

I started out my blog posts on Storm King’s Thunder as a series of articles, but there is just so much to talk about, it’s just much quicker to do some extemporaneous videos instead of writing it all out (ain’t nobody got time for that). I have a lot to say, and video seems to be the better medium... So this is kind of a video reboot of the SKT series. This first episode focuses on the introductory chapters of Storm King’s Thunder and tips for starting out. Forgive me if I meander a bit. Episode 2 will be much tighter (30 minutes) with more of a scripted outline.

In this episode, I discuss:
  • Tom Lommel’s Disorganized Play videos (1:30)
  • Getting a handle on the sprawling Chapter 3 hooks and scenarios. (3:20)
  • Using a Google Doc (or other note software) to mine ideas out of Chapter 3. (8:00)
  • Write a one-sheet summary or encounter packet for upcoming encounters. (12:00)
  • Coming up with better introductory hooks than the weak ones in the book. (13:00)
  • The perils of using Storm King’s Thunder outside of the Forgotten Realms. (16:50)
  • Stealing other’s ideas. (19:00)
  • Teasing the broader story and mystery to the players. (19:40)
  • Tying the Nightstone attack back into the larger plot. (22:00)
  • Buffing Nightstone for higher level parties. (23:30)
  • Making set piece encounters more interesting with 3D visuals. (29:00)
  • Dollar store deals on gaming paper. (31:00)
  • More on 3D visuals and crafting. (34:20)
  • Teasing an upcoming video on the adventure in Dungeon #144. (38:00)
Some images of my 3D set ups using papercraft, styrofoam, Dwarven Forge, or even Lego.

Investigating Nightstone
Reavers in Harkenwold

The Battle of Albridge
The Battle of Albridge
Townsfolk defending Albridge
Townsfolk defending Albridge

The Dripping Caves layout
The Dripping Caves layout

Fighting Hill Giants in the Dripping Caves

Tuesday, January 9, 2018

D&D Miniatures: New Plastics from Hero Forge

Hero Forge, the miniature 3D printing service, has again updated their plastic offerings. Aside from the somewhat pricey metals, they now offer “Plastic” and “Premium Plastic”. Premium Plastic, which I wrote about previously, used to named Gray Plastic when it was first introduced (replacing Ultra Detail). What used to be Strong Plastic (Nylon) is no longer offered. It was not particularly good, as the texture was too rough to take paint well. The newest offering, replacing Strong Plastic is just called Plastic.

Full disclosure: Hero Forge offered me a figure to test out without any expectation that I’d write a review. They were looking for feedback for their new material, but were open to any post I’d like to make about it.

First off, I have to say the figure creator has a lot of new options. There are more two-handed weapon poses, more weapons, more outfits, more headgear and more skin options. Many of the items from my character creation wish list I identified in my last post have been addressed. They could probably add a few more pose variants, but that’s a nit pick. I’m even more impressed with the character rendering options than before. Bravo, Hero Forge.

So how does Plastic compare with Premium Plastic?

The Plastic option costs $19.99 while the Premium option costs $29.99. The new Plastic option appears (I’m assuming here) to use Fused Deposition Modeling (FDM) while the Premium option uses Stereolithography printing.  Stereolithography allows for a much finer detail as the layers are much thinner.

The detail on the Plastic model is better than their prior offerings. The quality is much better than the old “Strong Plastic”, and probably equivalent to the “Ultra Detail” they used to offer. However, you can still see the banding created by the FDM process.

Halfling Sorceress printed with the Plastic option
Halfling Sorceress printed with the Plastic option
This means there will be a little bit of challenge hiding this texture when the model is painted. This is not generally a major problem if you prime and paint, but can become apparent on broad or flat surfaces like a cape or shield. A slightly thicker layer of paint should help with this, but if you use washes to shade, the wash may follow the contours left by the printing process, rather than the figure detail. Priming is a must.

Secondarily, some fine details will be lost. To the right, you see an up-close view of the standard Plastic offering. I added a black wash to allow for better pictures. Keep in mind that the wash over-emphasizes the print layers.

In the model I ordered, the detail of nose and the mouth are passable, but the eyes were largely lost, making a somewhat blank face, but the larger contours were still there. There was also a belt pouch that lost some of the detail (such as the leather flap closure). With a bit of skill, paint can bring back these details, but it is something to consider when creating your model.

Gnome Druid printed with the Premium option
Gnome Druid printed with the Premium option
Unfortunately, I did not choose the armor that had the fine inlay detail, but I’d be willing to bet any really fine details such as those would also be lost. This is something to bear in mind as you outfit your creation. Aside from the fine details, the figure itself came out quite well, and I think I will be pleased with the painted results if I can correct the face.

With the Premium Plastic (pictured left), this is not really a concern at all. Only the very smallest of details (perhaps like the eyebrows, for example) might have some loss of precision, but for the most part, even small details are well handled. Banding on the figure is almost non-existent. If you look with a magnifying glass, you can see the layers, but after even the lightest paint, this disappears. Priming may not be necessary with the Premium Plastic, but I still recommend it to create a chip resistant paint bond.


The new Plastic option is a little bit more flexible than the Premium Plastic, but only by a small margin. Because of the extra flex, an impact on a weapon or other narrow part of the model will be less likely to result in a break. However, neither of these models are as flexible as Reaper Bones or the various D&D and Pathfinder plastic miniatures. You will still want to handle with care and store in a container that won't get crushed in your gaming bag.

The arm of my Premium miniature did break when he got crushed under a book in my dice bag, but that was on me, not the material. It glued back on well, and is barely, if at all, noticeable.

Final Thoughts

If you are going to take the effort to customize a figure anyway, the extra $10 will likely be worth it. I’d prefer if the price point on these miniatures were more like $15 and $25 instead of $20 and $30, but I am not aware of all of the profit and loss factors. At some point, the development costs on the figure modeler will be defrayed and hopefully some of that savings will be passed on.

I do like the ability to download the $10 STL (3D image) file if you want to print your own figures. This only makes sense if you have access to a high quality home device... But they are getting cheaper these days.

For me, I’ll probably keep shopping Reaper Bones or the WizKids unpainted miniatures unless I have a extraordinarily special gift in mind. This is a good option for that very special character that has survived 10 levels or more.

Saturday, December 23, 2017

The Problem with Star Wars

I've been thinking a lot about Star Wars this week… and about the “controversy” around The Last Jedi.

First, let’s get this out of the way: we're a bunch of nerds arguing about a movie series. This is the very definition of “first world problem” and none of this really matters. Second, it’s OK to dislike TLJ, just as it is OK to love it. Third, I didn't hate The Last Jedi, but I didn't love it either… and that's what everyone is talking about, so I might as well too.

Here’s my thesis about the problem with the new Star Wars trilogy: it needed a “show runner”. Bear with me as I lay out my case.

The prequels (Ep I - III) have a better story. They are not good movies, but they have an amazing plot. If George had let others (like Kasden) craft the scripts and dialogue, and there had been better acting, they could have been amazing. The story was there, but poorly executed. I also posit that their importance is because of Palpatine’s story, not Vader’s. Anakin was a patsy. Palpatine was one bad-ass motherf@#%$!... But I'm straying off-point.

The point is that Lucas had a vision of the Machiavellian machinations which would lead a Senator of a back water planet to become Emperor of the Galaxy. Palpatine was playing a literal long game. Encouraging a civil war. Setting up the clones. Making his planet a victim so he could rise from obscurity. This shit had layers upon layers. It was an amazing idea ruined by terrible scripts… But the idea was there. A single over-arcing plot to tie the 3 movies together (even if it was poorly executed).

The problem with the new trilogy is that it doesn't have any of that. There are 3 separate movies being made with no single visionary at the helm. Each movie is a different set of script writers, and different directors, which all have different visions of what Star Wars is, with no pre-planned plot to pull together the movies. There was no single (or collaborative) voice to be the advocate for a central vision. (The only reason Abrams is coming back for IX is that Disney fired the other dude. J.J. had no plans to be involved this far. It was supposed to be one and done for him). So, in essence, we were being given 3 separate movies with a veneer of “trilogy” in the same way Jaws was a trilogy… You know, because they all had a shark.

Rian basically threw out all of the set ups Abrams created. I didn't have [much of] a problem with that because I felt The Force Awakens was too much of a retread of Star Wars (it was not called “A New Hope” when I saw it in theaters). But Rian’s throw aways illustrate the problem. There are no ties that bind the movies together when one filmmaker can just disregard what the other(s) have laid out. Don't like Snoke? F@ck ‘im. Mysterious protagonist origin story? Nah, screw that. Awkward love story between 2 characters that have known each other for only several hours? No, let’s make it an awkward love triangle instead.

Don't get me wrong. I actually liked a lot of what Rian did in TLJ. I like a flawed Luke, broken by his former hubris. I thought Snoke was Diet Crystal Palpatine. Good riddance. Rose rocks (although the love story is a bit forced… I mean, she was kicking Finn’s ass for being a deserter just a few hours before). Laura Dern brought gravitas in spades, and Kylo Ren is as complex of a character that has existed in any Star Wars.

But Abrams could throw all that in the waste bin, too. Rey could suddenly go from being a nobody to one of the lost Kenobi quintuplets. Snoke could be revealed as a Midichlorian-infused Jango Fett clone when his Force-wielding “brother” shows up. Maz Kanata could become a useful character instead of an awkward segue between story beats.

In IX, J.J. could choose to undo every decision made by Rian because there is no unifying thread for the trilogy. It's at the whim and mercy of whomever comes next. A trilogy is not just having the same characters in 3 disparate stories.

That's likely the core of the discontent with the new movie. I don't blame Rian. He got saddled with Abrams garbage and chose to take out the trash instead of slogging through, and probably ended up with a better movie as a result. But that doesn't leave the audience feeling any less betrayed for being catfished by the discarded teases.

When you boil it down, a novel trilogy isn't written by 3 different authors with differing visions. A Star Wars trilogy should not be either… But that's where we are now.

Wednesday, December 13, 2017

Best Board Games for the Nascent Board Gamer

So, I recently ran across a “Best Five Board Games” list made by some random website that appears to have no actual experience with board gaming. Their picks were utterly sad and pathetic, including the likes of Monopoly, Life, and Candy Land.

If you’re an avid board gamer, you probably already have a “gateway game” list to play with those friends who are not in your normal board game group… but here is my take on the best introductory games, simply because I have a gaming blog and the more we spread the word, the better. The list, in no particular order…


This set collection and puzzle game is light enough for the novice gamer, but has some real strategic meat on its bones. In Alhambra ($25), you collect gardens, pavilions, and various building tiles to expand and beautify your 13th century fortress. Money management is critical as you gain bonus purchases for paying the exact amount for a tile. The player who has collected the most of specific tiles sets over the course of 3 rounds will score the points for a win.

Catan 5th Edition  

Originally published in 1995 as “Settlers of Catan”, this resource management and building game kick-started the board gaming renaissance. Over 20 years later, Catan ($35) is in its 5th Edition with numerous expansions and spin-offs. In Catan, you collect the resources of brick, wheat, ore, wood, and wool in order to expand your settlements to become cities.

This “gateway” game is easy to teach in that you can compare it to existing popular games like Monopoly. You build “Settlements” instead of Houses and upgrade to “Cities” instead of Hotels. Expanding your road system onto valuable resource tiles is key, similar to expanding the number of properties in that other game. Players who have grown up on Hasbro and Parker Brothers will find a familiar home in Catan, but with a much greater depth of play (and hopefully fewer fits of crying).

Codenames / Codenames: Pictures   

Codenames borders on the “party game” genre, but I honestly love this game and everyone to whom I have introduced this game has also loved it. For around $12, what’s not to love? In summary, you give clues to your teammates in order for them to make the word associations and select one or more cards, while trying to avoid selecting the other team’s cards.  I believe Codename: Pictures is slightly superior in that there are a lots of clue variations that will arise due to the esoteric artwork (which is the same reason I also enjoy the next pick).


Originally left off this list as an oversight, Dominion ($30) defined the deck-building genre -- creating synergies from a shared deck of cards, as opposed to games like Magic: The Gathering where each player has their own separate deck. While other better deck builders have come along in the intervening years, the simple Action, Buy, Cards (ABC) mechanic of Dominion makes it a breeze to teach to new players. It makes for the perfect stepping stone to more complex deck-builder games.
A multitude of different expansions has also kept its reply value high despite its age.

Dixit / Dixit: Odyssey  

Dixit is the original “weird art” game in which the players give one word clues for the other players to guess the correct card. However, your clue can’t be too obvious such that everyone gets it, or else you do not earn any points. The key is to get one or two players to guess correctly while leaving the others pondering. The art is truly evocative, but the replayability is only good if you play with different groups of people from time to time (or buy more expansions). The Odyssey version supports up to 12 players. The original Dixit is inexpensive at $20. The Dixit “International” version includes the fancier built-in scoreboard for another $8.

King of Tokyo 

In King of Tokyo ($27), you play giant monsters invading Tokyo, and beating up upon one another. Using a Yahtzee-like dice mechanic, you roll for attack power to assault your opponents, energy to purchase power-up cards, hearts to heal oneself, or just victory points to get you closer to a win. The winner is the first to 20 point or the last monster standing. This humorous, fast-paced, streamlined game will win over gamers of all ages (8 and up).

Love Letter 

Love Letter is kind of like a sophisticated version of “Old Maid” for adults. Using deduction and card mechanics, you try to obtain cards close in rank of the Princess, while not getting caught with the Princess and forced to discard it. It’s simple to learn and quick to play. If you think the cooties-laden theme will turn off younger gamers, there are Batman, Adventure Time, and Munchkin versions as well. At less than $10, this is a great value.

Lords of Waterdeep

Despite the somewhat odd combination of theme and mechanics, Lords of Waterdeep ($35) is actually a solid worker placement and resource management game which serves as an excellent example of this sub-genre of board games. As a secret Lord of Waterdeep, you place your agents in the city to recruit "adventurers" (resources represented by black, white, purple and orange cubes) in order to complete quests and gain victory points. You may also build additional locations in the city to provide resources to you and others in the game. At the end of 8 rounds, the winner is the player who has completed the most quests that match the affinity of their secret identity.


Ra ($50) is a set collection game that uses an auction mechanic. In Ra, you bid on various tiles representing advances in civilization, pharaohs rising to power, agriculture along the Nile, and monuments to gods and kings.  It also has a press-your-luck aspect as you try to squeeze in one or two more big auctions before the end of a round in a desperate attempt to get the last 2 or 3 tiles you might need. The combination of luck and strategy makes this game exciting to the last Sphinx.

The Resistance / Resistance Avalon

Find the traitors. Backstab and accuse your friends! Resistance is one of the best traitor mechanic games on the market. As the leader, you must pick a team to execute a covert mission (or quest).  However, there are traitors in the group attempting to sabotage your success while not revealing themselves. You might think you know who your friends are, but these deception and social deduction games will put you to the test.


Splendor ($24) is another simple set collection (hmm… I’m sensing an unintended theme here…) and card drafting game, which is easy to learn, but still has a strategic depth often not found in other “light” board games. In the beautifully illustrated Splendor, you collect gems (chips) in order to purchase cards which also have a gem value. As you collect more gem cards, you are able to purchase gem cards that have higher point values as well as collect Noble cards worth additional points. The first player to 15 points wins. This is another game that quickly becomes a favorite among people are not not hard core  board gamers.

Ticket to Ride Europe 

Ticket to Ride Europe ($40) is yet another set collecting and route building game that almost always wins over non-gamers. TTR is probably considered one of the original “gateway games” due to its simplicity (along with Catan), but it still offers a decent amount of strategy and a soup├žon of luck. There are numerous editions, but the Europe version of Ticket to Ride probably has the most balanced board. Many also love the Nordic Countries.


I just couldn't stop at ten. Tsuro ($25) is tile placement at its simplest. Place your tile, move your pawn, and try not to fly off the board. One minute to learn, twenty minutes to play... such a light, quick game for just about anyone, and it supports up to 8 players! With Tsuro of the Seas, you can play the base Tsuro mechanics, or add in the boat-eating dragons for a little more chaos (but at the cost of a slightly longer and more fiddly game).

Final Thoughts

This list is by no means exhaustive, and there are a number of recent releases are not mentioned. There are several more that could make the cut like Carcassonne, JamaicaForbidden Desert, Stone Age7 Wonders, Small World, Sagrada, Sushi Go Party!... I had to stop somewhere.  I purposely did not include 2-player only games, as this was intended for the wider audience playing with a group of friends. If there are additions you'd like to see, tell us in the comments what "gateway games" are at the top of your lists and how they are good for beginning strategists.
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