Cannibal Halfling
sturmtruppen:

“Battle over Sharn” by Wayne Reynolds

Originally featured on the cover of Sharn: City of Towers, this dynamic painting was inspired by an encounter from one of the earliest playtests of the Eberron Campaign Setting—a marauding band of airborne gnolls attacking a bold adventuring party traveling by skycoach through the breathtaking, magic-laced metropolis of Sharn.


I love pretty much all of the cover art from the 3.5 Eberron books, and this is one of the best. Maybe tied with the Forge of War art.

sturmtruppen:

Battle over Sharn” by Wayne Reynolds

Originally featured on the cover of Sharn: City of Towers, this dynamic painting was inspired by an encounter from one of the earliest playtests of the Eberron Campaign Setting—a marauding band of airborne gnolls attacking a bold adventuring party traveling by skycoach through the breathtaking, magic-laced metropolis of Sharn.

I love pretty much all of the cover art from the 3.5 Eberron books, and this is one of the best. Maybe tied with the Forge of War art.

Uninvited by *RalphHorsley

literaryfirearms:

corruptionpoints:

I have been playing World of Darkness for a few weeks now in my self-insert campaign. Specifically, the character I am playing is me, in real life, as a character in the game. Every action I take, every ability I am allowed to increase, and all the knowledge that I obtain has to directly…

It seems like the kind of campaign that would become very wearying after a while. I mean, we’re already living one life as ourselves. While it might be a fun thought experiment for a couple sessions, I can see why it would be very draining to be living two lives and taking them both seriously, despecially when one of those lives is infested with vampires and werewolves. Personally, I play RPGs to get a creative break from being in my head all the time. While it’s cool to do the what-would-you-do scenario, I think I tend towards the unenthusiastic for those sorts of campaigns.

Maybe it’s a bit of a gamer attitude to want to optimize when your meta-sense knows you’re in an imaginary world, but maybe it’s also worth discussing how it’s a new medium to reinvent yourself. Don’t we do the same thing to some extent every time we join a new group, make a new username, edit a new post?

Sorry for getting all thinky on this one, but it seemed to provoke thought. I already spend a lot of time doing inconsequential work on characters, and more time trying to improve the real me. I can’t imagine trying to spend it on an imaginary version of myself to boot.

Playing as yourself can get oddly-shaped very quickly.

I’ll try to comment on CP’s original questions, but things might get wonky because while Yes I have been playing in a self-insert campaign for several months now and expect to be doing so for at bare minimum months up to years longer, it’s a very different experience because our game selves are aware that they are in a D&D world.

I’ve mentioned this before, so short version: our DM ran 5 campaigns in Ohm, and at the start of Book 6 he went missing and we had to set out on a journey to Ohm to try and repair reality.

So are we meta-gaming? Man, we’ve got all the 4E PHBs and most of the splatbooks tucked away in my Bag of Holding, along with as many monster manuals we could get our hands on. You bet we’re meta-gaming. Hell, our in-game selves know what level they are and have been trying to plan accordingly.

There are still some interesting things that have been coming up. We, at times, display a level of paranoia and caution that I’m sure CP would cackle at. And Monty (name’s changed to avoid the gods using our real ones) has expressed, during a moment where everything was going wrong, a willingness to make a heroic sacrifice. Somewhat normal for our campaigns. What wasn’t normal was us yelling across the table “hell no we’re not leaving you (insertMonty’srealnamehere), if you go we all go”. While characters have certainly displayed loyalty to one another in the past it’s never been to that degree. The player with a fiance waiting for him back home is 100% determined to get home, some of us want to return to our loved ones but are willing to strand ourselves if we have to in order to protect them, and some are willing to go completely native as a default choice. That difference tends to be predictable, based on relationship status and lifestyle.

There’s also the fact that past player choices sometimes cause conflict. Shaco’s characters in the past have had a tendency to be cunning, evil, treasonous, or all three. Not all of them, but many. So Elwood tends to be very suspicious of Shaco at the drop of a hat. Which isn’t over par for dear Elwood, but still. And, yes, sometimes we need to talk a view solid steps back and drink a few beers before in-“character” arguments become too real.

Telling the difference between IC and OOC can be interesting. And sometimes amusing. And other times potentially deadly.

Moving on from the first question, I can’t say I’d like to have the game mechanics move at the same rate as myself. But perhaps I’m taking that to an extreme in my head. Certainly I’m not sure I’d like to get explosive cosmic power right off the bat, but there’s no way i’d learn to swing a sword fast enough to survive if it was a 1-to-1 affair.

As a GM I usually like it when my players are well-utilized co-pilots of the story,  if not the actual pilots while I take the co-chair. So a game that moved at their pace seems about right. That being said, I’d make sure to have a metaphorical tackle box with all sorts of shiny or tasty-looking nubbins to not so much as push them as bait them in interesting directions. They generally seem to appreciate that, when their own crazy train runs out of steam.

fuckyeahdnd:

mordenkainensblog:

Ah, what timing! I just went on a rant about how amazing Eberron is!

Not gonna lie: next to Planescape, Eberron is absolutely my favorite official D&D setting.

fuckyeahdnd:

mordenkainensblog:

Ah, what timing! I just went on a rant about how amazing Eberron is!

Not gonna lie: next to Planescape, Eberron is absolutely my favorite official D&D setting.

What’s playing Dungeons & Dragons like? Well, imagine Lord of the Rings, Game of Thrones, and a touch of Pirates of the Caribbean.. But with Bill & Ted, Finn & Jake, and the cast of the Whitest Kids U Know as the heroes.
Me, explaining d&d (via darkarcader)
iamdoor:

Yea

Always reblog the Fey Corgi

iamdoor:

Yea

Always reblog the Fey Corgi

corruptionpoints:

Syringesin asks:

Just curious: Have you ever tried to run a campaign of epic-level nonsense, like 20th level+ characters? One GM to another, I seriously hate running these kinds of games. I mean, fuck em hard. I’d rather get a swirly every day than run super-high-level characters.

Oh…

I’ve been in a single 1 to 30 level 4E campaign, and oh my god was it a ride. We were killing gods and stealing their jobs left and right (when we weren’t conquering/subverting nations or finding out that we were nascent Great Spirits). It wasn’t all gold and divine sparks though, as a good number of characters were killed or worse along the way, but the campaign did end with one PC the God of Fate, another the God of the Sea, another an immortal Lich Queen, a fourth a Fey Lord, one the material plane’s immune system a la angry swarms of locusts that devour elementals and gods alike, and the rest either ruling nations or still being big players in what passed for the world’s political arena.

Of course now we’re playing ourselves in that same world with said god-kings still on the move, so maybe it’s biting us in the ass.

AS A DM, well, that’s a different story. I’ve got every intention of my Eberron campaign coming to an end. That end is not strictly going to be at Level 30. I honestly don’t know that there’s enough story there. I don’t want to break the setting, and there’s also the fact that no small part of the story these days is based on the characters. They’ve all got problems and goals and enemies and allies, and as such there’s no BBEG.

The campaign stops when the story stops, in this case. As delightful as Level 30 was (and I’m telling you, it was delightful) as a GM I’m placing it at a very low priority, and made sure my players know that.

My DM in that 1-30 campaign actually wrote an article on that same subject (shameless plug of DM here): http://blogs.gamerassembly.net/2011/12/it%E2%80%99s-ok-to-stop-before-30/

The Real World

corruptionpoints:

My friend, player, and Exalted Storyteller came to me with an idea about two months ago. This was shortly before I finalized the plans to play Dread, as he became increasingly interested in a horror-based tabletop game.

“I want to play World of Darkness, starting off with just vanilla World of Darkness.” He proposed.

I was intrigued, but he continued before I could respond.

“I also want everyone to play themselves.” He stated.

“What does that mean?” I asked.

“Think about it. We’ll have a supernatural game, but everyone will stat themselves as.. themselves. You’ll have the merits and flaws and skills that you would have in real life. World of Darkness even lends itself to this kind of game, as the characters are all reasonably underpowered at the beginning.”

I loved this idea, and quickly went to work creating “my” character sheet. My friends and I all sat around in a circle talking, debating, and joking over what we would have in the game, our various skills, and our vices.

I sat in review of my personal character sheet, noticing what skills and demerits I would have if I, as a real person, were thrust into a game world mirroring our own. All of my mental skills were ranked, and I had little in social, and very little in physical. I was a jack-of-all-trades that enjoyed reading books.

My virtue was Fortitude, my vice was Lust. For embellishment, I took “Striking Good Looks”.

Seemed about right.

As I marveled over our respective honesty on our characters, I found myself more excited to play this “character” than I have been to play other created PCs in my recent months. There was simply something about being myself that I found to be exhilarating, playing in a game where all of my real friends were also themselves. Quite accurately, at that.

We entered our first session of World of Darkness the way we would enter any Sunday night. I had invited everyone over to start a campaign of Pathfinder, when one of my friends got into a terrible car accident at the bottom of my driveway.

He was convinced he was hit by a werewolf.

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Oh dear.

The large megacampaign that I linked to a day or so ago: it’s Book 6 is a self-insert campaign.

See, over the course of the previous five books thousands of years worth of shenanigans have been caused by our characters. Empires have fallen. Gods have perished.

The tarrasque was dropped on at least two cities from half a mile up in the sky.

In reality we gathered to start Book 6. In-game we did the same. Except in-game we were alerted by a certain sorcerer supreme (it was friggin’ Menino, of all people) that the world of Ohm was real. And that the actions we’d played out in the game had occurred in Ohm. And that holes between realities were starting to pop up, and now things from Ohm were starting to leak into OUR world. We were given our task: travel to Ohm, assemble the seven pieces of the Rod of Wonder, repair reality, save the world(s).

Oh, and did I mention that in-game our DM, who created this world and has been manipulating it for eight years, has gone missing? And we were unable to get in touch with his wife and child?

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Did I mention I’ve been writing the adventure log for the 6th Book of my Professional Style DM’s megacampaign? Well I have been. If you want to know the kind of crap we get up to, take a look.

This time there were roachlings.

So many gods-damned roachlings.

That awesome moment…

guardianphoenix:

when you uncover your long lost DM folio of half finished evil ideas and plans.

Or old maps! Ran across the graph paper that my players fought across in the days of 3.5 a while back. Ah, the memories.