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Corey James Soper
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"I’ve given my party a powerful magical item and now my campaign is ruined."

This is one of those complaints that I see all over Internet forums and on Podcasts and in blogs – that they’ve given too much agency to their players and their players are gleefully shitting on the setting you’ve carefully constructed.

Traditional advice ranges from a mature discussion about campaign expectations (what did that ever solve?) to magical theft abetted by DM fiat to restore the apparent balance of power. These are solutions that go against then spirit of the game in my view, and I would advise simply that you embrace it and build it as a seed for future adventures.

If they have time travel, cool, your campaign is some kind of murder-centric Quantum Leap. If they’re immortal, rad, so are a tonne of other people. If they’ve set themselves up as kings, being a kind is not fucking easy. In a world where the potential power level of a being ranges from Goblin to Godhead, there will always be challenges. (Whether D&D remains the system of choice is debatable).

http://thelastdaydawned.blogspot.com/2017/06/ive-given-my-party-powerful-magical.html

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http://thelastdaydawned.blogspot.co.uk/2017/02/the-sunday-slush-pile-5217.html

The Sunday Slush Pile is a roundup of things I’ve listened to, read, watched, scoured the globe for, met eyes with across a crowded room or glimpsed in a darkened alleyway – those things that I think are eminently D&Dable. I’ll share this potent ideas soup with the rest of you every Sunday to give you ideas for settings, encounters and characters. This week’s theme seems to be history and myth.


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I'm continuing my Let's Read and review of the monster manual with the Ghoul and the Ghast, offering tactics for using the critter, a review and plot hooks for your game.

"I combined this entry because the Ghast is basically a pumped up Ghoul. I am a big fan of Ghouls, and they have an exalted pedigree both within and without the game: their origin is among the ancient Persians, who named the flesh-eating Ghoul with a word referencing a demon feared in those first cities of humankind – the points of light in the Near East amidst a vast sea of (subjective) barbarian darkness. Within the game, they date to the very first editions. My first experience of truly fearing an enemy in D&D was when I was around ten or eleven years old and a band of AD&D ghouls swarmed my party in some tight tunnels where we had been commando crawling. The fear of paralysis, of claustrophobia – the dehumanising experience of being dragged away by a predator – this was all primal terror and a gripping episode that informs my DMing decades later.

Let’s dig deeper:"

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