#RPGaDay Day 26: Which RPG provides the most useful resources?


Day 26: Which RPG provides the most useful resources?

These days, with the exception of those games we have in development, I am all but exclusively a Dungeons & Dragons guy. It’s what my friends prefer, and while I’d be more than happy to play other genres, I love D&D and its 5th Edition rule-set.

My primary beef with Wizards of the Coast is their cautious approach. A company that I feel is a model for how a game company should be, aggressive and ambitious, is Paizo. Now they don’t always make the best choices, in my opinion, but they have a clear, branded message and veritable mountain of merchandise and resources to delve into.


I do not play Pathfinder, but I sure do buy my fair share of their stuff. In my gaming arsenal I have a ton of Pathfinder minis (especially Pathfinder goblins), pawns, map packs, and flip-maps.

I own the corebook, bestiaries, and several of their adventure paths, modules, and campaign settings.

I read their comics (while avoiding the recent D&D books), have read a few of their novels, and have decks of cards and other useful odds and ends.

They have apps, an active web presences, and online resources that are above and beyond.

It’s really a shame I can’t stand the overly bogged down bloat of the 3.5 Edition rules, but they get plenty of my money because they’re giving me what, I think, Wizards should — stuff, stuff, and more stuff.

Wizards is seemingly coming around. The thing is, they seem just a little bit too greedy. I’m looking at you D&D Beyond.

So, yeah, Paizo seems to be the best at providing what players want and need. Hopefully, Wizards is getting the hint.


31 Days of D&D — Day 20

Day 20 — Favorite Humanoid?

Alright, first off, I’m going to eliminate playable races from the list.

Humanoids tend to be the most common form of beasties that adventurers face in a typical campaign, and they make up some of the most iconic of Dungeons & Dragons antagonists — bugbears, duergar, gnolls, hobgoblins, kobolds, lizard men, and the like.

For the longest time, my favorite of these humanoid foils was the Orc. Big, strong, with a modicum of intelligence, Orcs were dangerous and bloodthirsty, with a thirst for war in its most primeval form.

But a funny thing happened a few years back… I fell in love with the Pathfinder Goblin.

goblinThe Dungeons & Dragons flavor of goblin was just low level fodder, easy targets for 1st to 3rd level adventurers. Little more than vermin, the goblin was an insignificant threat for the most part, coming across as just mean little critters that needed to be stamped out.

Pathfinder reinvented the goblin, breathing life and personality into these little balls of child-like chaos. Oh, they’re still vile little vermin, but now they’re vermin with charisma, flair, and anarchic temperament.

Don’t get me wrong, I’m sure my players find them altogether annoying.

But that’s sort of the point.

The goblin can come along and be a dangerous agent of destruction and mayhem or add some much needed comic relief. And sometimes, it’s both.

Adapt and Overcome

For me, one of the most fascinating things about Tabletop RPGs, particularly of the Dungeons & Dragons/Pathfinder variety, is how ultimately different, unique, and diverse the games can be from table to table. There are a million ways to run and play an RPG, and most of them can be successful. There is no right or wrong way to approach the game (sort of), because, in the end, whatever works best for each group is “the right way”.

That is what makes these games so dynamic and exciting.

the_dungeon_master_by_ralphhorsleyI’ve been DMing now for just shy of 37 years and almost from the start I have viewed the games I run as collaborative storytelling adventures. I’ve just never been a fan of adversarial DMing. I used to use the analogy of my games being like a novel, but it’s really more like a television series.

I view my job as being the campaign’s showrunner, director, and lead writer, with the players taking on the roles of co-writers and lead actors. I have the task of intuiting the characters’ desires and work that into my vision, my story, while remaining flexible enough to alter course at a moment’s notice.

Of late, we have been transitioning from massively world-shattering, epic campaigns to more modular stories. Think Robert E. Howard and Fritz Leiber as opposed to J.R.R. Tolkien. Our group gathers once or twice a month, so this new way of approaching the game affords a more visceral and immediate means of telling a story, usually within a single session.

Not that I don’t run overarching subplots… they’re my bread and butter, after all. I have always tended toward the George R. R. Martin, Tolkien-esque melodrama, intricately plotted campaigns, but a good DM adapts to the players and situations at hand, and these smaller stories set against a bigger world is what serves us now.

And that is the biggest key to being a successful DM, the sort that keeps players invested and campaigns alive for years on end — adaptability.

Look, the name of the game is having a good time. Whatever works, right? A DM cannot be rigid and inflexible. They have to address the game as a whole, being the crucible by which the rules, players, venue, and situation come together, creating an epic game night, time and time again.

But like I said, there are a million ways to run and play an RPG and that’s the beauty of it.

Homebrewed Occult Detective Class for your D&D 5e Campaign

dndlogoPaizo has delivered Occult Adventures and now they’ve announced both Strange Aeons and Horror Adventures. Well, we can’t let Pathfinder have all the fun. If you fancy playing an Occult Detective in your Dungeons and Dragons 5th Edition Campaigns, here’s a little something I homebrewed back in October of last year.

It has a few warts, but it’s a fun take on a classic trope.


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