Act II was, at the end of the day, ill conceived on my end. Since my first plans to write a sequel campaign emerged I wanted to do something involving time travel, culminating in a kind of “days of future past” adventure ending with the restoration of Rad to the Immortal pantheon. Almost as quickly, [...]
I’ve spoken with a couple of you, mostly in passing, as to my current plans for Mystara. Just so everyone’s clear – I have not forgotten. There’s a few things I’m currently grappling with in terms of the campaign, which I’m sure will make their way into a DM’s commentary (which I’m planning on doing [...]
So, returning to our long belayed discussion on metagame in the game world, the Tomb of Tomeric Isoldier was the first adventure I designed for full use within the Dundjinni/Maptools world mesh.Â Ever since day one we’ve had arguments on the placement of individuals on an imaginary combat grid, we’ve had arguments about attacks of [...]
Editor’s Note: This commentary is going to take a look back into the Soul Harvest, and sort of see how that campaign was structured as compared to the Dirge of Tomorrow, and what choices made during Soul Harvest led into the Dirge of Tomorrow, maybe even casting a glimpse into some of the early design [...]
Editor’s Note: Mashing parts 1 and 2 together because they more or less can be seen as “To Be Continued…” episodes of the same overall story.
First, a comment on how the campaign is “structured”.Â I envisioned the campaign as being divided into “Acts”.Â Each “act” would deal with one overall plot piece.Â For example, Act [...]