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Tag Archives: Paranoia
Never split the party—except when it adds fun
Everyone who plays role-playing games learns the Dungeons & Dragons adage never split the party. In the hobby’s early days, when dungeon masters were referees and players chose difficulty by dungeon level, never splitting the party always made good strategy. … Continue reading →
Posted in Advice
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Tagged metagame, Paranoia, role playing, skill challenges, split party, tempo
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3 Comments
Why second-edition Dungeons & Dragons dropped thieves and assassins
I have only run an evil-themed D&D campaign once, and only because Wizards of the Coast cornered me. They released the Drow Treachery cards and the Menzoberranzan campaign book and promoted the products with the Council of Spiders season of … Continue reading →
Posted in Advice, Role-playing game history
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Tagged assassin, barbarian, D&D Encounters, evil characters, Gary Gygax, Greyhawk, Paranoia, simulation, social contract, Steve Winter, thief, Unearthed Arcana
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22 Comments
The brilliance of unrealistic hit points
(This post continues a discussion I started in “What does D&D have to do with ironclad ships?”) After the role-playing game hobby’s first 10 years, designers turned from strict realism and began to design rules that both supported a game’s … Continue reading →
Posted in Role-playing game design, Role-playing game history
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Tagged Call of Cthulu, Chainmail, Dave Arneson, Dungeon Master's Guide, Gary Gygax, hit points, ironclads, Paranoia, realism
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7 Comments