Notes from the Keep I

The Keep

First, a little wisdom

Writing and Illuminating and Lettering by Edward Johnston, via Jeff Rients

The good craftsman seeks out the commonplace and tries to master it, knowing that originality comes of necessity and not of searching.

Gamma World 1e (aka the best edition) is available in pdf and print on demand at drivethru

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[Modern Book of Lairs] II: Aboleth – Secumbei’s Bath House

I come back to this often, for some reason. It’s a good scenario, but also the hand drawn to blog post, though impractical, is refreshing.

Dan’s Notebook of Unfinished Wonders & Dan’s Notebook of Unfinished Wonders, vol 2

I’ve been an inconsistent reader of Throne of Salt. I’m going to change that because wow, so many ideas!

The Door 1 by Eric Basiletti [via gorgonmilk]

BASTIONLAND: d100 Oddities for New Characters

The first photographed page from my DM notebook.

2d6 OSR games: Make monsters special

Olde House Rules ruined me some time ago. I’ll link to any good 2d6 mechanic.

Land of the free? How Trump has put America’s identity in peril

Taking it as a given that “meaningful individual agency” requires applying our brains, our experience, our memories, and requires as well making a sustained, good-faith effort to inform ourselves of our reality. This could be as profoundly simple and radical as going to the library every few weeks, checking out a couple of books on history, and reading them, as opposed to taking every post that Google and Facebook steer our way as the gospel truth. Not that books are sacrosanct by any means, but they’re quiet. They allow us the mental space to absorb, reflect, evaluate at our own pace. Learning essential stuff is as much a discipline as going to the gym or sticking to a diet, and an excellent antidote for the modern condition of being numb and dumb.

[BEYONDE] Beyond Google Plus, and Fixing the Internet

Just go read this.

Picture by Luka Rejec

Dear God,

Please show me how to draw.

A Deck of Many Things: Using AD&D’s Mixed Bag of Rules and Loving Them

Anthony, that’s so much money! No. Not really. Not really at all. To better understand the buying power of treasure and what it means as status in the world, I think of 1 SP as 1 $USD. A single GP is therefore $20 and a platinum piece is a Benjamin $100. A 6,000 GP jeweled crown is therefore worth $120,000. Whereas a real jeweled crown might be worth millions. In the ranks of millionaires and billionaires, your adventurers hauling piles of gold to town will still only classify as “wealthy”…and the money will go fast. When they divide the spoils among 5 or more party members, pay all the bills and then try to build a fortress they are going to need millions of GP to even begin to classify as “rich”. It is my opinion that magic items are too easy to come by in many campaigns while proper monetary treasure is far too difficult. Treasure stinginess bogs down progression and enhances the pain of character death. Plentiful treasure (combined with infinite demands for spending) make level-loss to undead, character death and many other things easier to swallow. Thirst for treasure is not really a silly abstraction, it is founded on the real principal that kingdoms are built out of wealth…and kingdom building is what high-level AD&D is all about. Treasure as XP is the foundation of balancing your game. The characters will literally need tons of it. So don’t be shy. Consider how quickly you could spend a million dollars if you had it. Then consider how quickly you would NEED to spend a million dollars if you wanted to rub elbows with the rich people living in your neck of the woods…or had to pay for enormous legal or medical bills. Money goes quick so make sure your hoards are worth the trouble. That’s it for now.

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