I'm not satisfied with the original array of six character abilities of D&D. I picture ability scores as representing the major, fundamental qualities of a character, and while the original six are serviceable in this regard, they don't perfectly jibe with what I'm going for. Some abilities seem over-broad in what they encompass, whereas others seem somewhat ill-suited for the purpose they serve. In this post, I'm going reexamine ability scores from the ground up, trying to keep the flavor of D&D in mind.
Monday, May 24, 2010
Tuesday, May 18, 2010
Recently I ran an original one-shot adventure for 4 players using D&D 3.5 edition rules. This was the third time I'd ever GM'd a game session, and only the second time I'd run D&D. It was also the first time I'd had more than two players. Was it a success? Well, I at least succeeded in learning a lot about the art of directing a game. In order to ensure this knowledge doesn't slip away, this is the first in a series of posts exploring my lessons learned.