So I’ve been thinking about this skit a lot lately.

So I’ve been thinking about this skit a lot lately.

So I’ve been thinking about this skit a lot lately. I’m thinking most bbeg’s would not want to stroll past all the foul creatures they keep in their lairs. So that makes me think about back doors and secret passageways that bypass major parts of dungeons.

All of which makes me ask how many are to many and should the players ever find that super easy path in?

https://www.youtube.com/watch?v=LowVhCfLm68&feature=share

When making magic items do u firmly establish what it does or do u let ur players make descriptions?

When making magic items do u firmly establish what it does or do u let ur players make descriptions?

When making magic items do u firmly establish what it does or do u let ur players make descriptions? I am not worried about OP items as I would reserve final say on the item. Im more interested in what would be more fun for the player; finding a fully fleshed out item or finding something they get to help create.

So I’m almost all the way through this amazing D&D podcasts epic run, when with episode 60 they change to a full on…

So I’m almost all the way through this amazing D&D podcasts epic run, when with episode 60 they change to a full on…

So I’m almost all the way through this amazing D&D podcasts epic run, when with episode 60 they change to a full on Dungeon World hack! They keep a lot of the same spells they had in D&D seemingly for show continuity.

They also introduce (to me at least) the concept of Assets, where instead of specific treasure you can gain an unnamed asset to be used at a later time. It works much the same way bonds work you can spend an asset to change a failure into a success.

Has anyone else played with this before? I would love to hear more instances, it has allowed the McElroy’s to take their RP to another level IMO.

http://www.maximumfun.org/shows/adventure-zone

http://www.maximumfun.org/shows/adventure-zone