7/16/09
Interesting Old Magic News
7/14/09
In case you are so inclined...
Stuff you know
(Edit: I forgot the campaign's generalized theme: Legends)
Pelarth:
This is the large landmass that you came from. It's east, across the ocean. There are a number of different nations to visit here. They were all once part of the Nerath Empire. Large portions of this land are unexplored, separated from civilization by the Borderlands. The Borderlands are full of all sorts of mean and nasties, including giants. Goblins have a significant nation in the Borderlands called Umblathy.
Delraan: The place you're all from (I think). Delraan is the most powerful known civilization and it has a strong tradition of noblemen and knights. Delraan is ruled by king Hernando de Juan Basilio and the chief adviser Noemi Aurelio, leader of the powerful political organization the Wizards of Delraan. Delraan has a large standing army which has increased in size in recent memory. They have also sent an expedition or two across the sea.
Balmoria: A democratic republic with a history of selflessness in war. They guard the Borderlands and are Delraan's biggest military competitor. Balmoria has an equestrian tradition and their elite sentries are known as the Riders of the Green Fields.
Kimpon: A larger island nation. They are ruled by a religious order of Melora, controlled by the Divine Navigator. Currently that position is vacant. Kimpon is a fishing nation with a fairly impressive naval tradition. Kimpon is allied with the Dwarven League.
Dwarven League: Set on a volcanic archipelago and coastal mountain range, the Dwarven League is a loose confederation of city states. They have no single ruler, each city has a thane in a council. League Dwarves are master sailors with ironclad ships which float just beneath the surface, powered by an unknown source. They are known for their ingenuity and sense of duty.
Bloodreaver Pirates: These pirates harass all ships along the Eastern and Southern Pelarthian coasts.
Fewery: This is a wild, forested land where Elves etc. live. Nobody really knows much about it except that faerie folk wander out of it every once and awhile.
Gontorra: This is the large continent you are currently on. It is in habited by native races, one of which you've met, the Six Nations Wyandiot. Also involved are the Knights of New Nerath (from Delraan, the first to set up a colony) and explorers from Balmoria. The history of Gontorra is up to you to uncover (if you choose).
The Ondas Nefastos: This is the ocean between Pelarth and Gontorra.
7/13/09
Rolls and Rolls and Rolls
Taking 10: Only available outside of encounters or threatening situations. This really shouldn't come up often but is available (PHB 179) and only applies to skill checks. You can't take 10 on a strength check or attack roll.
Automatic Hit/Miss: On an attack roll, a "1" misses. A "20" hits and could be a critical if your total attack roll would hit the required defense (PHB 276, 278). A "1" on a skill check is just a crap roll. A "20" is just a good roll.
You choose the order you make saving throws at the end of your turn. A number lower than 10 (ie. 1-9) is a fail. Higher than 9 (ie. 10-20) is success (PHB 279).
6/23/09
Stuff from yesterday.
Invisible creatures have combat advantage unless you can see them. They don't need cover to stay invisible or gain this advantage.
That's all I can think of for now.
6/14/09
So-and-So can play my character!
If you cannot attend the game session your character isn't going to be played. If you have to leave early, that's ok, you'll get the XP.
Scheduling changes are forthcoming for those with those issues.
Additionally, those of you who are treating your character like a pile of numbers and gold should really get with the program. Characters are people with likes, dislikes, interests, hobbies, goals, family, desires, foibles, history, homelands, etc. There's a bunch of stuff in PHB and PHB2 that can help make your character feel more alive. Read it. Make some notes. Do something to make you interested in the persona you are supposed to be playing. There is so much more to an RPG than combat. Let's start working towards that goal.
6/13/09
Holy Symbols
6/10/09
6/8/09
Note on Magic Items
6/6/09
D&D Rules Clarifications #1
2) Using encounter powers such as heals outside of combat. This is allowed. (See PHB2 feat "Restful Healing")
3) Blindness/Invisibility: A blind character treats other creatures as invisible. Invisible creatures are not hidden unless they have made a stealth check which exceeds the passive perception of their opponents. If a creature is not hidden you know what square it is in. It retains total concealment, has combat advantage against you and you cannot take OAs against it. (PHB 281, PHB2 222)
4) Prone: If you are prone and granted the ability to shift, you can't. You can only be forced to move (by slides etc.), crawl or teleport. You can't use this shift to stand up.
5) Heal Checks: Three options in a heal check: grant second wind (DC 10), stabilize (DC 15), grant saving throw (DC 15). You can't heal yourself. You must choose which action you are taking before you roll.
6) Stealth: You must have superior cover/concealment or be out of LOS to hide. You must retain at least cover or concealment to stay hidden. You must have cover from ranged and melee attacks to stay hidden.
Please ask additional questions in the comments and I will try and look them up.
6/5/09
Meta Gaming
http://dndnerd.com/dd-for-beginners-player-vs-character-knowledge
5/27/09
Magic Drafting Web-App
http://ccgdecks.com/
5/22/09
Next Game.
Also, I would still like to keep logs of your adventures. There will be an experience point reward for those that do the following:
1) Give a brief background of their character before they adventured.
2) Write a log detailing the sessions they have been involved in.
I would also like input as to what you want to see in the game world. And the new continent you are on needs a name.
5/17/09
4/29/09
Levels, Experience, Accesories
Also, we're going to move into the realm of some home-made encounters and stuff for awhile (since I don't think you are on level 4) and was wondering what everyone's ideas are for reusable map surfaces and the like. I was wondering if you thought a whiteboard or something would be handy for recording initiative and status effects as I can't keep track of them all any more (you have too many). If any one has any additional miniatures that they think would be appropriate maybe we should bring them as well.
4/22/09
New Characters
4/21/09
RIP Gene, Korrok and Erdran
Those players affected will need to make new characters.
On that note:
If you want to use a sourcebook other than the player's handbook (ie. Martial Power, PHB 2), you must be able to produce a physical copy of it on game day.
Additionally, for anyone who was going to get the PHB 2 the half-orc and shifter races as well as all Primal powered character classes are NOT YET available for player characters.
That's all!
4/14/09
Where to go from here?
1) We continue with me as DM onto H2: Thunderspire Labyrinth in the same generic game world. It'll get a bit more fleshed out as we go I swear.
2) We find another set of published adventures to continue with (suggestions please).
3) We continue with me as DM onto something that I created myself. I think some people will appreciate this sort of thing more than a published adventure. Downside is I don't have maps and things like I would with an adventure. I don't have any idea how to solve that problem to be honest.
4) We give someone else a turn as DM. We could continue with the same characters (for most of us) and move onto H2 or whatever the new DM likes. Ultimately this would be only if somebody else wants to do this. We could alternate every adventure of the same size as H1 or something. Up to you.
5) We scrap D&D and do something else.
So there you have it... choose wisely!
3/30/09
Part 6: Deeper into the Keep
When I awoke again, I felt as bad as the rest of my friends looked, so with a heavy heart we had no choice but to return to town to lick our wounds once again. When we arrived at the city gates however, we were greeted with a town in panic. After persuading the guards to left us inside, we discovered that while we had been away, the small community had become beset by the living dead. And as much as my warrior’s heart did not want to leave the innocents in such peril, we were all too weakened by our lashings in the keep to do anything about it now. Luckily it was still daylight, so we had enough time to regain our strength and set out just after nightfall right before the undead would obviously begin their reign of terror anew. As we entered the cemetery, we were greeted by the mysterious elf that Franz had so spectacularly failed to persuade in the bar. In fact, where was Franz that day anyhow? I swore he was right behind me back at Shadowfell keep. I didn’t have long to give the question thought though, since the elf invoked the use of an arcane circle set up amongst the graves and unleashed a torrent of undead flesh from their resting places. As I proceeded to rend the skeletal masses limb from limb, our Warlock showed his proficiency for blowing up tombstones, as the elf managed to duck and weave betwixt them to evade his arcane attacks. Korrok, who was becoming increasingly agitated by the Elvin rouges constant evasion, managed to catch her and lay down the following proposition; “Either you quit hoping around and come with us or I’ll rip your arms off.” Surprisingly the elf complied and surrendered herself to Aegis’ care. Before we left to inform the town of our success, the party deemed it best to disarm the spell circle as to prevent further use of its unholy power. However with our wizard noticeable absent, the less arcanely inclined of our group struggled and failed with the magic array for several minutes. Feeling the last of my patience waning, I walked up to one of the rune stones that formed the circle and kicked it over in frustration. To the awe of my companions, this seemed to dispel the circle’s effects, although I still don’t see why that was supposed to be so hard in the first place.
After turning the elf over to the authorities, we returned to Shadowfell so that we may finally uncover the source of these rifts which threatened the town. We scaled down into a yet unexplored level of the keep and were greeted with darkness. Since Franz had still not shown himself at this point, I had to use one of the sun rods I’d been carrying in case of emergency. I stuck the glowing wand through my belt and continued to lead my companions through the darkness. Throughout this level of the keep there were strange symbols inscribed on the floor, and since one of them caused a squirrel carcass to explode in gore, we decided it best to steer clear of them. Unfortunately, there seemed to be one of this cursed marks blocking our ever path, so I decided to try and jump over the obstruction. I managed to clear it in one leap, but found to my dismay that the blasted markings continued to beset us at every intersection. With no choice but to try and avoid them all, Korrok was the first to follow my lead. I was surprised to find that the dragonborn possessed so little of his relatives grace in the air, when Korrok proceeded to jump and fall immediately onto the trap. There suddenly was a frightening howl which filled the halls and I felt a terrible pain in my chest. When the pain finally subsided I found myself alone, save the still fallen Korrok, with the rest of my friends gone off into the dark. There was little time to worry about them however since a horde of zombies came shambling out of the pitch black that surrounded me. I quickly fled to Korrok’s side in the doorway to block the undead’s path to my fear stricken allies, and began to cleave the rotting horrors two by two. Korrok finally managed to get to his feat, and joined me in battle by unleashing a wave of devastating lighting from his jaws, which felled many of the more decomposed creatures instantly. I had never seen the dragonborn’s ability up close like this before, but it was certainly an impressive sight. And after the paladin’s efforts were added to my own there was nary a zombie left standing. Now I must close this journal entry, since I still hear the screams of my comrades filling the dark halls, and I should really go and find them.
~Gene
3/13/09
Part 4: Through the eyes of Franz the Wizard
We’re to set off from Winterhaven to investigate this entire ‘rifts’ business, doom and gloom seeming to be the general mood of the townsfolk. Without our previous encounter of the kobolds and their ill-smelling goblin friend in the caves beyond the waterfall, I’d doubtful they would have even been aware of their imminent demise. Not that it would have mattered, they have such a pathetic existence that if it wasn’t for the merchant caravans, the disappearance of such a town would go unnoticed for years.
Shadowfell Keep seems to be nothing more than a hole in the ground, the stories we heard back in town seemed rather exaggerative, but if we’re to get any sort of reputation as adventurers being choosy isn’t exactly an option. I decided to illuminate Gene and the Dragonborn so any that may wish unpleasantness upon us may perhaps to decide to go after those they can easily see.
Perhaps the old books I withered away years of my youth studying were wrong; I was under the impression that dragons and their kin were supposed to be majestically wise and knowledgeable beings. At the sight of a goblin (who was making quite a ruckus I might add), he decided his best course of action would be to charge it, completely oblivious to the fact that we’ve just set foot in a dungeon. And of course, dungeons being excellent locations with which one wrong misstep can leave you without said foot (or worse!) due to the numerous traps they’re known to contain. The paladin falls into a pit with some rather unfriendly looking rats, and we use our time bringing him out of it, giving the noisy goblin ample time to go to his friends. Perhaps they even had tea while they waited for us! Do goblins even drink tea?
We all go chasing after them, I fling a few spells; the goblins run away and look to be heading back the way we came. I decide to go back to cut them off; turns out that this was an unwise decision since the last thing I remember in this particular encounter is realizing that going back to meet the goblins meant I was actually going to meet them.
Once the dwarf has patched me up, we continue stumbling about in Shadowfell Keep. We hear some more goblins in an area and find them loitering about in a giant pit, quite convenient for our cleric who has a penchant for burying the dead. We decide to use caution this time and force them to come to us, as they have nowhere else to go. After a few moments of carefree slaughter of those below us, all of a sudden our clear advantage doesn’t seem to matter to some of the others in the group and gallivanting away they go. The ranger falls spectacularly into the pit despite the presence of additional planks from the peculiar ideas the dragonborn had, and the dragonborn himself goes charging wildly and falls over from either the arrow to his face or the lizard creature biting him, not certain which did him in, but both didn’t look too great.
3/1/09
Part 2 from the perspective of Gene
After the Kobold ambush we suffered on our way to the Dragon tombs, our Cleric Aegis suffered many a wound. And while Korrok’s novice talents at healing and my own quick actions seemed to have saved him from the brink of death, he will still need a lot of rest and a little luck to pull through. So with a heavy heart, I turned from out quest to save our dear old friend and mentor and returned back to town with the group so that we may lick our wounds. Being a Dragonborn, Korrok was easily able to carry the deceptively heavy dwarf the whole way after splitting up some of his heavier items. We ended up staying the night in the very same inn we had just left which filled me with a disappointed sense of under accomplishment. But I’m no fool, and would nary let a comrade fall from battle to pursue my own glory in combat. So I waited through the night for our friend to recover, sleeping only very little when my nerves allowed.
Day 3 – Morning
As the sun rose, so did our dwarven companion. Although groggy I was happy to find him no worse for the wear. I wanted to waste no time getting back to our task, but the wizard Franz wanted to investigate the mysterious Kobold medallion which bore the crest of Orcus. The rest of our party seemed to agree, and so we sought out the town’s healer and some merchant vendors to see what they could tell us. Though I must admit that while the mage went on and on about dark magics and the like, I was more interested in expecting my weapon to make sure it was still in good condition for what lay ahead. In the end, we were handed a generous amount of gold for the trinket, so I suppose at least some good came from it.
Day 3 - Afternoon
Burning most of the morning away re-traversing ground we had already covered, we finally arrived at the Dragon’s Tomb Douven Staul was said to had come investigating. There we met a group of archeologists and their pack mules who apparently also came to research the burial grounds, and while some of our group were wary of them, I moved on the greet them and see if they had seen Douven during their scholarly research. Suddenly the dragon dogs sprung at me with their jaws gape, and in a moment our party and the would-be assains all had leaped into battle with one another. While the dragon-dogs managed to fell me once or twice, I struggled to my feat and landed the finishing blow on one of the foul beasts. However, after falling a thrice time, my vision went blurry and time seemed to stop its flow. Once I had finally been healed by the good cleric Aegis, the battle was won with my companions evidently finishing off the rest of our attackers.
It seemed that the group of thugs had held Douven Stual captive and the rest of the group freed him during my short recovery. Douven thanked us for our help and gave us some manner of amulet before taking his leave. I felt it unwise for him to return home unescorted after such a trying ordeal, but he ensured us that he would be fine and walked off into the forest. However, with our task complete, and half a day’s worth of sunlight still with us, we decided to set out for the lair of the Kobold’s in this region and put an end to their villainous ways once and for all. And the sum of gold promised to us by the lord of that small town didn’t seem to hurt either. On our way to the Kobold stronghold we were once again waylaid by Kobolds who shot at us from range through the trees. Korrok and I stormed through the brush to meet our attackers head on while the others of our group took a more ranged approach themselves. And though we took our fair share of cuts and scrapes, in the end the Kobolds proved no match for us this time. Now we press on to our goal and hope to reach the source of this Kobold infestation soon.
The Journal of Aegis Anvilbane (Part 2)
Yesterday’s memories are black at best, the rest are shameful and full of pain. I remember battle cries and filthy, treacherous, lizard-men rushing our virtuous party from their stinking hiding places just off the road. Mighty Moradin knows I tried to fend them off and protect myself, stoic and steadfast in the face of their onslaught, as my great lord himself would have been, but I had neither his strength nor resolve to withstand my foes. Moradin forgive me for failing you and my companions in that time of urgency. Next comes a drifting in and out of consciousness, I vaguely remember Korrok standing next to me shouting a prayer to Kord while trying to fend off the voracious vermin and help my pitiful self, I slip away into darkness again. My fitful sleep finally dispersing, I woke up in a room, everything hurt, most of all my pride. Perhaps I should have paid more attention to Grandma and Grandpa when I was a young lad, I miss the comfort and strength they always lent me through their sturdy presence. This bleak world affords little time for such soft thoughts, merciful Moradin pardon my moment of weakness.
After my requisite morning prayers and (hopefully) gaining absolution from my powerful Lord, I ate a sobering breakfast at the inn with my saviours. They filled me in on what had happened during the battle and with their help the fog over yesterday rolled back a little, though not much. Two things were of particular interest during that conversation: Erdran had deserted our group for the forest, reinforcing my first, if biased, opinions of that pointy-eared, light-footed, prancing, need I go on? Thundering Moradin’s beard! A pox on Elves and their fickleness! More importantly, Lord Padraig of Winterhaven has requested our help with their Kobold problem. Relishing the chance to seek retribution and justice against their vile deeds, I whole-heartedly endorsed the party’s decision to find and root out the source of their strength and succor in the area.
Invigorated by our rest and meal, resolved to find our old mentor, our honest company set out down that dangerous road towards the Dragon’s burial ground. The journey gave me chills and I found myself jumping at shadows in the undergrowth, righteous Moradin, grant me the resolve to see these tasks through. Upon reaching the burial grounds, we happened across another group of ‘adventurers’. I was uneasy and so was everyone else, save perhaps Korrok (the lad’s solid like stone, but about as bright and observant as it as well, though I suppose Kord has his reasons for anointing him) and after a short parley, our suspicions proved true as this group of brigands attempted to ambush and kill us. Beneficent Moradin blessed us with the will and tenacity to overcome their assault, choosing my hammer as his instrument to smite the Halfling, as a smith would smite so much iron in the forge. It was enthralling! I could feel his power and strength guiding and reinforcing my blows! Following the skirmish, Moradin be praised, we found Douven Staul! After releasing him from his bonds he informed us that he had been waylaid by these same brigands and taken prisoner by them. He thanked us generously, rewarded our triumphant efforts with his magic amulet, and left for Fallcrest. After I dedicated the souls of those slain to my mighty Lord, we collected the rest of our ‘treasure’ and headed back to Winterhaven to celebrate our victory and count our coins.
Day 4:
Rich, both in spirit and gold, I had a wonderful evening full of camaraderie and ale. Moradin be praised indeed! Our party, knowing Douven to be safe, turned our attention to Winterhaven’s Kobold issue. After morning prayers and a meal we set out to the Southeast in hopes of finding the Kobold’s stronghold. Not too long into our journey, our intrepid company happened across a scenic valley with a beautiful waterfall; truly the Earth Carver graced this place with his touch. While enjoying our surroundings, we were not so ignorant or absent-minded to detect the ambush set for us, by more nefarious and treacherous Kobolds. Truly we were favoured by Moradin this day as we vanquished them in an almost complete rout! Their forces swept before our cleansing presence! It looks as though my generous Lord has blessed my companions and myself with an abundance of good hunting! Onwards for the glory of Moradin!
2/20/09
Erdran Slashing-Fox's Journal Part 1
The Outset
Day 1 - Morning
We will set out today to look for our old friend and mentor Douven Staul. He was searching for a dragon tomb somewhere to the northeast and though he’s an experienced adventurer, with a keen eye for danger in the real world, he went to explore a tomb… Why anyone would go into a deep dark hole in the ground where nothing natural lives is beyond me. I have no explanation but that human’s tend to be rather odd at times. He has been gone now for three months, and his usual forays are much swifter. I fear the worst, as do my companions. I pray the earth mother keeps him safe.
Day 1 – Evening
We were set upon today by some filthy kobolds… they were quite easy to fell as usual, until their older cousins arrived. They were not so gentle, and though we prevailed, even our strongest fighters Gene and Korrok were looking rather haggard by the end. The latter seemed to really enjoy the fight, reminds me a bit of a wolverine that one...
We reached the town of Winterhaven this evening, and have checked in at the local inn. Only one man, Eilian the old, seems to remember Douven, they are apparently old friends. Eilian the old hasn’t seen him for several weeks though, and said that last he saw, Douven left to the southwest on his search for the tomb. He drew us a map as we all had a drink together. There was also a strangely surly elf woman, she would not speak to us, but didn’t start at the sound of his name. I suspect she knows nothing, but it is odd for her to be so unpleasant to a fellow elf… After my drinking companions Aegis, Korrok and the old man finished our ale, we set out to find the blacksmith and town shopkeep. Their shops closed, Franz none the less decided to use his magics to awaken the shop keep. He does not seem to know anything either.
Day 2 – Morning
Sleep did not come easy with Franz screaming all night in the next room. Maybe I can find some willow bark for him tomorrow, that may bring us all a more restful sleep tomorrow. The blacksmith knows nothing, and in the light of day, the shopkeep still does not remember our mentor. We will follow southwest and hope to find more of his trail.
Day 2 – Afternoon
Good earth mother, I must have been groggy from my poor sleep. I did not even notice the attack until they were right on top of us. They quickly surrounded and savagely attacked Aegis. Gene, Korrok and I rushed to his side but the kobolds were strong and tenacious, and it took us too long to fight through. Zalamin and Franz poured their powerful magics into the beasts, but they were slow to relent. Aegis was hurt and knocked out, and it was all Korrok could do to help Aegis cling to life while trying to beat back the beasts. When their leaders came out from behind another set of rocks, they too began to assail us with magic. All appeared lost, until Franz managed to pull off a tricky sleep spell, and managed to put their leaders to rest, to let us push the kobods from their unrelenting attack on Aegid the cleric. With the melee nearly finished, I managed to slip aside, and with the aid of a rain of arcane energy from Franz managed to slay their wizard before he rose. We then quickly finished off the soldiers, and together hunted down and quickly finished their witch doctor. Korrok seems to be an strong healer, and with his help Aegis looks like he will make it through. Everyone was injured in the battle, and we will likely have to rest a while before we can go on. Aegis says that the kobolds bear the symbol of a demon lord, and as they usually serve dragons, or live near them, I wonder how they are connected to our friend’s disappearance. Aegis wishes to perform funeral rights… I’ll help him gather the wood to burn their unpleasant corpses so their decaying stink doesn’t mar these woods.
It's "Role" playing! Not "Roll" playing!
http://rpg.ashami.com/
http://zioth.com/roleplay/PersonalCode.txt
http://zioth.com/roleplay/characterBackground.htm
http://www.frontiernet.net/~jamesstarlight/Development.html
http://www.helium.com/knowledge/22729-tips-for-roleplaying-your-character
And any of your own findings (post on the comments)
Don't be intimidated by the amount of information, just take some tips and try to develop your own style and purpose.
2/14/09
Monday's Game
1) Make sure your character is 100% complete. You should be ready to sit down and play as soon as you get in.
2) Bring your dice to the game.
3) Bring any additional materials that can make our session go smoother (ie. power cards, ritual cards, an appropriate miniature for your character).
If at all possible, please have some background on your character, specifically, his/her relationship to the other members of the group. I've given you some starting points but you may have had something specific you wished to be the focus for your character. Remember the party is supposed to be a cohesive whole. Let's try and make it that way. It would also be beneficial if you familiarize yourself with some of the combat rules.
Also, feel free to bring snacks and drinks for us to share ;)
(I may have homework for the arts and crafters as well as the writers amongst us as well!)
2/8/09
D&D Character background
Your characters have spent much of their time in the walled town of Fallcrest, located in the center of the Nentir Vale. It is one of the largest towns in the vale and is situated between the Cloak Wood and the Moon Hills along the Nentir River. Fallcrest has a prominent shipping industry and exports timber, leather, fruit and grain. It has connections with the dwarf town of Hammerfast, where it gets iron goods and the small town of Winterhaven. Fallcrest is not well traveled but occasional foreigners can be found trading in the markets. There are several inns and taverns in the town. Fallcrest is very much like a medieval fantasy town, but in disrepair.
Outside the town you will find a variety of ruins of the old Nerath empire destoryed by the Bloodspear orcs nearly a century ago. The countryside is dotted with abandoned forts, manor houses and other forgotten buildings. Terrain is generally clear but there are large areas of hills in the north-central part of the vale. Rivers drain into the southern Witchlight Fens. Dragonborn and Eladrin are not native to the area, but dragonborn are sometimes seen as hired guards of caravans. Eladrin were present long ago but have abandoned their manor houses after the war with the orcs. Human, halflings and dwarves are the most numerous races in the area.
Your characters are seeking news of their old mentor, a man named Douven Staul. He left three months ago after uncovering a map depicting a dragon's tomb in the region around Winterhaven. Douven Staul is an explorer of old ruins have had trained you for a life of adventure. You fear the worst and have set out along the King's Road to Winterhaven to investigate.
For more information on the Nentir Vale and the town of Fallcrest those of you with access to the Dungeon Master's Guide can skim through Chapter 11, Fallcrest.
Scheduling of D&D and Magic
Perhaps in planning when we have Magic games we should set up a game idea. Like "2 weeks from now come with a tribal deck, no elves or goblins." or " Vanguard, next Monday". This will allow people to search out appropriate decks, cards (or packs for limited 'events'). If we mix it up enough we'll also get exposure to a ton of cards we normally wouldn't have. Consider things like block week for a block nobody played (like Time Spiral, it's most likely still available places).
In addition, we have an assortment of other games available to play as well (Arkham Horror, Killer Bunnies, I'm sure somebody has Catan, etc.) that we should play every once and awhile.
2/3/09
Casual Magic and Magic House Rule #1
http://www.wizards.com/Magic/TCG/Resources.aspx?x=mtg/tcg/resources/formats-casual
I've played a few of them. Some require more effort than others (see: Commander/Elder Dragon Highlander), while others are limited formats. It might be a good idea to formalize something at times.
Magic House Rule #1: Proxies
Currently, I propose that proxies be banned except for situations such as "I had three Xs, so I proxied the fourth". Gold bordered cards are fine by me. Uber-decks constructed of 80% proxies aren't fun :(
Power Cards
http://www.enworld.org/forum/4351249-post718.html
You can print out the powers you have on one sheet to make it easier for you to see what you can do. Or cut 'em out and what not.
2/1/09
Testing...Testing...
Our 4e D&D game will officially start on the 16th of February. However, tomorrow we will make characters and learn the new rules, as well as set up any other administration things we need to. There's a small chance my 4e books will arrive in time for the session, otherwise we will have to haul out the laptops.