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Dan & Paul are joined by Matt Finch, to talk about ways it can be more efficient in your D&D game setup to get random results with dice. Consider cards, chits, spinners, toppling block towers, or Matt's new app for the Fantasy Adventure Builder, now on Kickstarter? Dice were just the start!
Physical devices were used to generate random numbers for thousands of years, primarily for gambling. Dice in particular are known for more than 5000 years (found on locations in modern Iraq and Iran), flipping coin (thus producing a random bit) dates at least to the times of ancient Rome.
First documented use of physical random number generator for a scientific purpose was by Francis Galton (1890). He devised a way to sample a probability distribution using a common gambling dice. In addition to the top digit, Galton also looked at the face of a dice closest to him, thus creating 6 * 4 = 24 outcomes (about 4.6 bits of randomness).
Kendall and Babington-Smith (1938) used a fast-rotating 10-sector disk that was illuminated by the periodic bursts of light. The sampling was done by a human who wrote the number under the light beam onto a pad. The device was utilized to produce a 100,000-digit random number table (at the time such tables were used for statistical experiments, like PRNG nowadays).
This description uses material from the Wikipedia article "Hardware random number generator", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Dan & Paul host Justin Alexander, creator of the Alexandrian and the new book So You Want to be a Game Master, for an in-depth chat on the best ways to adapt content to and from D&D and other RPGs. What tricks work well? What things should you avoid? And what content is simply incompatible with other systems?
Have you ever wanted to step into your favorite movie or book or television series? Do you want to take your friends on impossible adventures? Do you want to play a cunning elf, a daring spy, a brilliant detective, or a dastardly villain? Do you want to create new worlds?
Millions of people have discovered the amazing opportunities for creativity, problem-solving, and — most importantly! — fun offered by tabletop roleplaying games. Do you have what it takes to join them? Whether you’re thinking about playing Dungeons & Dragons, Pathfinder, Vampire: The Masquerade, Cyberpunk RED, Star Wars, The Witcher, or any one of the countless other roleplaying games that let you go on adventures with your friends while playing characters of your own creation, this book is the key to unlocking the limitless vistas of your imagination.
So You Want to Be a Game Master? will level your game up with never-before-revealed secret techniques and a huge selection of extra credit lessons that will blow your players away. Coming to a bookstore near you November 2023!
How do we play characters reacting naturally to highly stressful situations without completely stressing ourselves out? Paul and Dan discuss the variety of safety tools in use in modern roleplaying systems, and how those impacted the development of Paul's upcoming horror RPG Fearful Ends.
John Stavropoulos, creator of X-Card, said on why to use this safety tool:
"The X-card creates a specific mood at the table. It says "We're here together. If you need to stop, we'll stop. The people playing are more important than the game we are playing." … Just having the X-Card present can increase the group's heightened awareness of everyone's risks and responsibilities. Even if the X-Card is never used, it still is a potent tool for getting everyone to think about each other first, and the game second."
William J. White, a professor at Penn State Altoona, in a historical retrospect examined the early online discourse in The Forge diaspora on the X-Card including a discussion prompted by game designer Vincent Baker in 2013. White highlighted that Stavropoulos was an event organizer who developed the tool to help ensure a "positive experience in convention-based play" with strangers, however, many online commentators assumed "play takes place within stable, pre-existing groups" which is "an important distinction in understanding the issue". Some felt the X-Card "more or less obviously implies curtailing the range of normal activity at the table" and the tool was subject to ridicule while others "pointed to a legitimate need for safety mechanisms, challenging the critics on the jurisdictional grounds that they are misinterpreting the intent of the X-Card".
In 2013, Baker felt that X-card was an "unnecessary or harmful" game hack counter to the intentions of the game designer as "competent game designers" would be deliberate about including or excluding "emotional safety mechanisms". This position was challenged, including by Stavropoulos himself, and the ensuing online discussion outlined positive experiences using the X-Card. Baker has since "completely reversed" his position and stated "my take now is that stand-alone safety tools that players can bring with them from game to game are valuable and important".
This description uses material from the Wikipedia article "X-Card", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
With the launch of the Fearful Ends Kickstarter imminent, Dan and Paul discuss roleplaying impossible situations. How do we maintain player autonomy when the deck is clearly stacked against them? What does it mean to "play to fail", and how do we enjoy games when there is little to no hope of success?
Immanuel Kant (1724–1804) defined autonomy by three themes regarding contemporary ethics. Firstly, autonomy as the right for one to make their own decisions excluding any interference from others. Secondly, autonomy as the capacity to make such decisions through one's own independence of mind and after personal reflection. Thirdly, as an ideal way of living life autonomously. In summary, autonomy is the moral right one possesses, or the capacity we have in order to think and make decisions for oneself providing some degree of control or power over the events that unfold within one's everyday life.
Fearful Ends is a horor roleplaying game about existential tragedy. Existentialist philosophy encompasses a range of perspectives, but it shares certain underlying concepts. Among these, a central tenet of existentialism is that personal freedom, individual responsibility, and deliberate choice are essential to the pursuit of self-discovery and the determination of life's meaning. However, because of the world's absurdity, anything can happen to anyone at any time and a tragic event could plummet someone into direct confrontation with the absurd. This is what gives meaning to people's lives. To live the life of the absurd means rejecting a life that finds or pursues specific meaning for man's existence since there is nothing to be discovered.
This description uses material from the Wikipedia articles "Autonomy" and "Existentialism", which are released under the Creative Commons Attribution-Share-Alike License 3.0.
Without magic, how fast does a character heal in D&D? It may surprise you how much the answer has changed over the editions! Dan & Paul debate which rule is best. And what are hit points, anyway?
Wound healing refers to a living organism's replacement of destroyed or damaged tissue by newly produced tissue. In undamaged skin, the epidermis (surface, epithelial layer) and dermis (deeper, connective layer) form a protective barrier against the external environment. When the barrier is broken, a regulated sequence of biochemical events is set into motion to repair the damage. This process is divided into predictable phases: blood clotting (hemostasis), inflammation, tissue growth (cell proliferation), and tissue remodeling (maturation and cell differentiation). Blood clotting may be considered to be part of the inflammation stage instead of a separate stage.
The wound-healing process is not only complex but fragile, and it is susceptible to interruption or failure leading to the formation of non-healing chronic wounds. Factors that contribute to non-healing chronic wounds are diabetes, venous or arterial disease, infection, and metabolic deficiencies of old age.
This description uses material from the Wikipedia article "Wound healing", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Assassins were prominently available for hire in the earliest edition of Dungeons & Dragons, and they became a core character class of their own in 1st Edition Advanced D&D. Where did they sneak off to since then? What's the best way to handle PC's wanting to run a solo assassination mission?
Some famous assassination victims are Philip II of Macedon (336 BC), the father of Alexander the Great, and Roman dictator Julius Caesar (44 BC). Emperors of Rome often met their end in this way, as did many of the Muslim Shia Imams hundreds of years later. Three successive Rashidun caliphs (Umar, Uthman Ibn Affan, and Ali ibn Abi Talib) were assassinated in early civil conflicts between Muslims. The practice was also well known in ancient China, as in Jing Ke's failed assassination of Qin king Ying Zheng in 227 BC. Whilst many assassinations were performed by individuals or small groups, there were also specialized units who used a collective group of people to perform more than one assassination. The earliest were the sicarii in 6 AD, who predated the Middle Eastern Assassins and Japanese shinobis by centuries.
In the Middle Ages, regicide was rare in Western Europe, but it was a recurring theme in the Eastern Roman Empire. Strangling in the bathtub was the most commonly used method. With the Renaissance, tyrannicide—or assassination for personal or political reasons—became more common again in Western Europe.
This description uses material from the Wikipedia article "Assassination", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Dan and Paul dive into character sheets! Between edition changes and advancing technology, how have they changed throughout the years? And what's the best way to keep tabs on your character's most important details now?
Original Edition Dungeons & Dragons (1974), did not include a character sheet. The first one ever published was in the Haven Herald fanzine of Stephen Tihor published on May 3, 1975. One month after, another character sheet was released in the APA magazine Alarums and Excursions. Since then, most tabletop role-playing games use a character sheet for information about the player characters.
What is considered relevant can vary by game and personal preference—one player may consider his character's eye colour or personal background relevant while another might not, but both may be required by the game rules to note down on their sheet if their character suffers an injury.
Character sheets for a game are usually found within the game's main rulebook, and permission is almost always given for players to photocopy this sheet. Some publishers sell preprinted sheets separately. Many offer PDF files with character sheets for the players to print out themselves. It is not uncommon for players to create custom character sheets, to their own design, rather than use the publisher's “official” offerings.
This description uses material from the Wikipedia article "Character Sheet", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Join Dan and Paul as they discuss the use of mazes in D&D adventures! They will explore the twists and turns of these navigation puzzles, and try to discover the line between captivating challenges and maddening exercises in frustration.
The word maze is used to refer both to branching tour puzzles through which the solver must find a route, and to simpler non-branching ("unicursal") patterns that lead unambiguously through a convoluted layout to a goal. The pathways and walls in a maze are typically fixed, but puzzles in which the walls and paths can change during the game are also categorised as mazes or tour puzzles.
Some maze solving methods are designed to be used inside the maze by a traveler with no prior knowledge of the maze, whereas others are designed to be used by a person or computer program that can see the whole maze at once. Mazes containing no loops are known as "standard", or "perfect" mazes, and are equivalent to a tree in graph theory. Thus many maze solving algorithms are closely related to graph theory. Intuitively, if one pulled and stretched out the paths in the maze in the proper way, the result could be made to resemble a tree.
This description uses material from the Wikipedia article "Maze", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Paul & Dan chat about the huge influence that tales set on Mars (Burroughs' John Carter Barsoom stories) had on the design of early Dungeons & Dragons. Did you know that original D&D had a built-in table for Martian encounters in the core books? That Gygax released a "Warriors of Mars" book almost simultaneously with D&D? We'll delve into the ancient sands to find lost treasures!
Warriors of Mars is a 1974 miniatures wargame rule book, written by Gary Gygax and Brian Blume and published by Tactical Studies Rules. It simulates combat in the fantasy world of Barsoom, originally imagined by Edgar Rice Burroughs in his series of novels about John Carter of Mars. It is a 56-page booklet in the same style as the original Dungeons & Dragons books, even sharing the same artist Greg Bell. Gygax and TSR published the rules without permission from Burroughs estate and soon after its release they issued a cease and desist order and the game was pulled from distribution. Because only a few copies were sold the book is now rare and sells for a high price.
The same year Warriors of Mars was published (and then un-published), Gygax published the first edition of Dungeons & Dragons, where he paid homage to Burroughs in the last paragraph of the "Preface":
"Those wargamers who lack imagination, those who don't care for Burroughs' Martian adventures where John Carter is groping through black pits.. will not be likely to find DUNGEONS and DRAGONS to their taste."
This description uses material from the Wikipedia article "Warriors of Mars (game)", which is released under the Creative Commons Attribution-Share-Alike License 3.0.
Dan & Paul chat about using the world around them to create D&D and other TTRPG scenarios. They share personal anecdotes of times they stumbled upon real places that sparked their creativity, reinforcing the notion that the real world is a goldmine of inspiration for game masters and storytellers.
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