Wednesday, June 11, 2008

Another Bone From The Pile

"Wizards of the Coast are just out to make money!" "They just completed 3.5 Edition, why create 4th edition so soon?" "[Wizards] has killed the spirit of the game."

The time has come for someone to say it... QUIT YOUR BITCHING!!!
Time to face facts:

1. Wizards is a corporation... they need to pay their employees if they plan to continue releasing quality gaming products.

2. The second quote defeats itself... they COMPLETED 3.5 edition, the time has come to look at the new. If you prefer 3.5 edition, STICK to it... no one said you had to buy 4th ed.

3. 4th edition IS a quality product, well thought out, and better balanced than any other edition I have seen yet, and I have played them ALL. If putting out a quality product and making a competitive wage while doing it is destroying the spirit of the game, then perhaps. I somehow don't see it that way.

4. From DM / Fair Play player perspective, 4th Ed is ANTI power-gamer, and anti-munchkin… not flawlessly so, but you can spot the problems and NERF them pretty fast.

I, for one, was a little skeptical at the time that 4th Ed was announced, but grew to like it after a week of being mildly upset. I realized I was put off when 3.5 came out, and came to enjoy the changes made... I have read, cover to cover, the 3 source books released so far, and found that I REALLY love the new power system, as well as the simplified aspects of the game.

As an example for those of you who have access to the 4th ed sources (or a lenient bookstore), you have to admit that they have finally done with ranger what they have been trying to do for YEARS. They managed to create a focused fighter with EITHER two-weapon OR ranged focus and superiority (as opposed to the attempt in 3.5 which was defeated by taking a few feats and allowing you to do BOTH pretty easily)... 2 distinct paths, but same character flavor.

Bad news, though for those 3.5ed clerics whom have like to have 20+ different sourcebooks open each day to pray for spells, please don't buy this game, it's not like you'll miss the fact that you're no longer a healing battery nicknamed "Energizer Bunny Priest"

Energizer the Healer
http://www.thetangledweb.net/forums/profiler/view_char.php?cid=13785

*Belch*
*Toss* The Dragon has picked this one over well enough for today.
Want to add a bone to the pile? Email chaosmainline@gmail.com
Plenty of bones left, check back often, I plan to update as often as Real Life (the bane of my existence) allows, sooner if I get enough submissions to get me thinking.

--DM_Kincaide

Saturday, June 7, 2008

Sangresfer

Time to go into detail about another campaign world, which will be the scene for my next game, set to begin the Sunday after next from 8 pm to midnight, if there are no problems (hint: cue to alert me of problems).

Atriosfa is a new world, formed near the edge of existence. Existence and Nothingness persist in an eternal battle; they fought here too, and Existence won. The blood that fell from each pooled into puddles on the fabric of time, two suns, one light, and one dark. Both serve as conduits, the light sun, Daystar, bringing light, warmth, and positive energy to the world. The other sun, the Nullstar, a dark and malevolent violet, likes to the plane of negative energy and death, and brings nothing but shadows and pain.

And from the mixing of Nothing and Existence came raw energy, raw magic, that permeates the fabric of reality here like water in a sponge. From the magic, four old, great gods were formed; the Elementals. The Elementals were as siblings, born out of the same magic, and all sought to create something as a testimate to their true father, Existence. Earth, Air, Fire, and Water each created a portal to their home planes, and they channeled their resources into the creation of a new world, a perfect world, to exist upon. Once the world was made, they populated it with grand beings, titans, that could appreciate their work.

These beings, most elementals themselves, but many in the form of man and beast, existed in relative peace for some time, creating many wonders and building great cities before their works attracted the attention of the dieties of the planes. The other dieties, eager to expand their worship and power, fell upon the planet like locusts; even the benign gods were, at best, polite invaders. The Elementals and their titans at first welcomed the gods, but soon war erupted. The Elementals retreated to their portals, where each built a gigantic palace, to guard the realm from. These mammoth spheres took the form of the moons, which still circle, casting elemental light upon the planet. They were built unassailable, by both god and mortal, impervious to even the attacks of beings able to navigate the spacial void.

On the planet, the Elementals sent aid to their titans, and they drove out the gods from the world. The titans, almost destroyed, retreated to the poles of the world to regain their strength in seclusion, and the world was left to the wilds.

The Elementals took sympathy on the gods, and issued an edict; that no diety may ever set foot on the planet again, but that the works of the gods shall be left to the creations of the gods, and that they might use the world to build and shape for themselves. The titans would not interfere in the affairs of the god's mortals. The gods were allowed to create followers, and those followers created temples to their gods, and existed under their own accords, until this very day.

This is the history of Sangresfer.


Raw Data:
Radius: 4,280.25 miles
Surface Area: 230,215,476.14 square miles
Oceanic: (60%) 138,129,285.68 sq. mi.
Terrestrial: (40%) 92,086,190.46 sq. mi.