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The Rediscovered Land - Beginnings

Working with an idea for a new D&D campaign, I want to provide lots of freedom for play, allowing players to contribute to the world, but I also want to have a central direction for the story and a drive to play.

With that in mind, I want to design a small part of the Rediscovered Land, Shuul, that the characters can immediately access, as well as a small sampling of powers that influence the characters.

Worship in the Outlands Everything outside of Shuul. These are the realms known to the characters. In the Outlands, divine worship is common but given little emphasis. Everyone says the name of a deity or deities but few truly believe.
Temples are small and tend to be universal, serving as places of worship for many disparate deities.

The powers of nature commonly worshiped by druids are known but given grudging respect. Outlanders consider nature a foe to be fought; much of the territory surrounding the Outlands is claimed by dangerous beasts such as dragons.

Finally, because peo…
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The Rediscovered Land - Another D&D Campaign Seed

I've been away from D&D for a while because I've wanted to explore other games and ideas. But I'm back.
As a seed for a new campaign, I present the Rediscovered Land.

The Rediscovered Land is for a setting that has a little bit of blank space. In ages past, a place called Shuul existed here. Shuul was known for powerful fabulous magics in a time where other civilizations were still primitive.

Suddenly and without warning, the land of Shuul disappeared from the world.

Now, thousands of years later, Shuul has returned.

Why is unclear. Most of the land is surrounded by powerful magical barriers that prevent scrying or entry. There is a single port where a few disinterested officials allow outlanders to trade with a variety of merchants and make their way inland.

The merchants have wonders that are found nowhere else in the world but they have little interest in the currency of the outlanders. The people of Shuul are very different. They live lives deeply connected to spir…

Stories Never Told - Learn to Play

Stories Never Told is a role-playing game project in development!
The quickest version is the new Google Form-based example that works like a Choose-Your-Own Adventure!

If you would like to see how the system works, please click the link below to view it in Google Docs.
This is a longer example that shows all of the options.
Stories Never Told - Learn to Play in Google Docs

Did you take a look? Thank you! It would be great to get your feedback. If you're interested, fill out the following Google Form

SNT Learn to Play Feedback Form

The goal of Stories Never Told is to keep role-playing focused on the stories of the characters being played.

Stories Never Told Role-Playing Game by Hans Chun is licensed under a Creative Commons Attribution 4.0 International License.

Game Design: Modes of Play

Invisible Sun is the game I'm looking forward to the most in 2018. Among the many features of the game I'm looking forward to is Development Mode.

Development Mode is a simple system for narrative play that does not require the whole game group to be present. This is something that's been a part of role-playing games for a long time and in a lot of forms. The innovation is in a game considering this a standard mode of play. That means people who want to introduce development mode have the support built into the system. It means fewer outside books and source materials to have the thing happen. It also plays on the simple resolution system that Monte Cook Games has always been known for. Invisible Sun gives a great way to handle whole scenes with a single system.

I'm excited about the idea of Development Mode because it  follows the concept we are seeing in other games such as Blades In The Dark, Mouse Guard and The One Ring of alternative modes of play. More than just …

Genesys Core Rulebook Thoughts

I recently got a copy of the Genesys Core Rulebook from Fantasy Flight Games. The Genesys system is the updated and revised system that has been used in the Star Wars RPG products Edge of the Empire, Age of Rebellion and Force & Destiny. I've been very pleased to read through the Genesys rulebook because it's a great update and clarification to the SW RPGs and also a fantastic sandbox for creating your own games.

The Star Wars games have a really interesting engine revolving around narrative dice. Until recently I found this difficult to embrace because it violates my two preferred points in RPGs:

1. A free System Reference Document (SRD) or Quickplay that introduces the system and rules before you purchase it. RPG books get expensive and I like when companies believe in their product enough to share it and give people a chance to try before they buy. Fantasy Flight doesn't do this with their RPG products. To make things harder, the system requires specialized dice, so…

Holiday Gifts and Ideas

At this time of year, I always look around for cool games and projects. Here are a few things I've seen recently you could look at for gifts, provided you have a Role-Playing gamer in your household or network of friends.

For Players Dice Everyone loves dice. Metal dice are an especially fancy option. Easy Roller dice are a proven favorite. They also have a lot of easy-to-read six-sided dice available in bulk.
Rolling Tray A rolling tray is a great addition to a gamer's arsenal. I've seen gain value for me as my young son starts playing games. Almost any board game or role-playing game would be made easier to play with a rolling tray. I went with a classy, durable hardwood tray for my recommendation.
For Game Masters Dungeon World If you want ta fast, easy-to-play dungeon game, Dungeon World is well-written and a good take on the classic fantasy RPG. At $25 in print (with a PDF) and …

About Game Instructions

I've been reading a lot of quick starts for games recently. These are the short 30-page-ish versions of games that are designed to entice you to buy a full-priced product. I generally find these lacking in one way or another, which can keep me from buying the game altogether.
The Gamemaster (GM) section of a book is really important to me. There are many games where I skip it altogether, but in others I really enjoy the rules. Some of my favorite books for GM sections are the Cypher System Rulebook by Monte Cook Games, Blades in the Dark by One-Seven Design and Fate Core from Evil Hat Productions. They all have good examples and advice for Gamemasters to prepare their games. I've found that there are a few things that are really important to me to understand a game.

1. A well-explained task resolution system. I feel like most games need a single primary mechanic, which needs to be well-explained with examples and commentary. Fantasy Flight Games' Star Wars series does this…