It's been a little over a year since my gaming groups started playing D&D 5th Edition. We began with the D&D Basic Rules when they were released in July 2014 and quickly moved to the core rules (Player's Handbook, Dungeon Master's Guide, Monster Manual) as they released. My Sunday group ran two playtest campaigns during this time: Obsidian Frontier, a sandbox game, and Heart of Darkness is a level-per-session story-driven game.
This winter's never-ending parade of Northeastern snowstorms has played havoc with two things in my life: skiing and gaming. The storms marched through the region with exhausting regularity on Sundays and Mondays, spoiling the Sunday game and then canceling skiing.
My family's big Christmas present this year was an Xbox One. The kids and I are loving it -- I'm battling my way through the Halo: Master Chief edition, and the kids are questing for the Lonely Mountain in LEGO: The Hobbit.
Unfortunately while Halo looks great and the voice controls are very 21st century, the damn thing unexpectedly turns itself off for no apparent reason. No overheating warnings, no next generation Red Ring of Death, no debug on restart telling me something bad happened.
Every hero’s path to glory to starts somewhere. In The Crypt of the Everflame, a 32-page, 1st-level adventure for the Pathfinder RPG, that path begins with a centuries-old crypt and an initiation ceremony gone horribly wrong.
Five years ago, I wrote about the dangers of the mega dungeon. Now my group has returned to Dungeons & Dragons, and I'm contemplating the role of dungeons in the campaign. Time has shown that the folks in my group aren't big fans of mega dungeons, but I think we still enjoy the challenge of subterranean complexes ... we just don't want to get trapped there.