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Compendium Update


As Bill mentioned in his final Digital Insider column, we’ll bring you development updates when we have new information. Here’s an upcoming look at some changes and enhancements to the D&D Compendium, releasing later this month.

New Interface
We've given the Compendium an overall facelift.

Increased Timeout
The timeout for a single log-in session for the Compendium will be increased to two hours. This timer is reset every time the Compendium is used, so if you're checking in with the Compendium periodically throughout your game or prep session, you should stay logged in without interruption.



Results Per Page
You'll be able to select how many records you want displayed on a single page (20, 50, or 100).

Reset Button
We've also added a Reset button that clears the current filter and current search box and gets you back to a clean slate from which to search again.



Navigating Detail Pages
When browsing the details of your search results, you'll be able to page forward and backward through the individual results, rather than going back to the list page first. We've also incorporated the same paging technique that is used on other parts of the D&D website.

Improved Printing
We've added a Print button to the details pages to make that task more convenient.

Note -- due to changes we’ve made in this version of the Compendium, it no longer supports Opera browsers. We’re exploring the possibilities of a more mobile-friendly Compendium, though, so stay tuned.

Looking ahead…

We consider the Compendium to be the critical hub of data for all of D&D Insider and its suite of applications going forward, and we will continue to invest in it with new filters and functionality, improved usability, and ongoing bug fixes for anything getting in the way of your experience. Please continue to e-mail us or post on the forums and let us know what is most important to you.

About the Author

Didier Monin has settled in Seattle, and has been working for Wizards of the Coast for the past 12 years, first in France then in the USA. He has been a world traveler, has lived on a boat, and has been a D&D gamer since 1980 and favors Dungeon Mastering. He also plays as much online strategy and simulation computer games that he can. Above all, he is married and father of two super nice kids, who enjoy gaming too. He is currently the producer for the client applications parts of D&DI, and posts on the forums under WOTC_DM, not because he is the only DM (Dungeon Master) in WOTC (Wizards of the Coast) but because of his initials.

D&D Sunday Morning Quiz: Angels and Archons




DNDSMQ February 1, 2009 : D&D Sunday Morning Quiz - Angel and Archons
Since we’ve already had a quiz about devils and demons, I figured it was only fair to give archons and angels a whirl. Take this quiz to figure out what you know (and don’t know) about these agents of divine and elemental fury.
The answers to this quiz can be found in the Monster Manual. Good luck!!
NOTE: Some email clients and RSS readers can’t submit your answers to our website. You can go to Dungeon Mastering to take the quiz.

Dungeon Maker II: The Hidden War by Global-A Entertainment





The Dungeon Maker II: The Hidden War was developed by Global-A Entertainment. The story dates back to 70000 years ago, when gods and demons had a truce and is the sequel to the original Dungeon Maker: Hunting Ground. In the second dungeon maker the gods dropped two mountains to prevent the demons from entering their homeland. There was much needed peace between the two for some time but after 700 centuries came a demon called Revenger. He has a single objective and that is to start a new battle of good versus evil.
In Dungeon Maker II: The Hidden War, players get into the character of a bespectacled dungeon maker. The duty of the players in this game is to make twisty corridors inside the earth to trap the monsters. Obviously the highlight of this game is that it allows you to create your own dungeons, then populate them with monsters, and finally kill everything inside. This stands to contrast to other RPGs on the PSP like Dungeons & Dragons Tactics, and gives Dungeon Maker II a huge replay value.Your main objective in the game remains to hunt down the demon Revenger and restore peace in the world. In the meantime, you would also be asked to bring down a few beasts to make armours and weapons. In short, the Dungeon Maker II: The Hidden War is a thrilling game with an interesting gameplay.
There are many quests for you to accomplish in the dungeons. There are also items to collect as you progress to various floors. Building the dungeons is an easy task. All you have to do is to collect blocks and build them in a manner to trap the monsters. Upgrade your rooms to invite more monsters in order to finish them up easily. Rules are very simple and you can even access them in the middle of the game if you have any doubt about it. If you build the dungeon in a complex manner, you can be sure of capturing many monsters.
The most amazing feature of this game is the gameplay. Unlike other games which boost up the ranks of the players on bringing down monsters, here you have to collect the pieces of monsters, form a meal to increase your health, wisdom and strength, etc. All these features have helped in sustaining the thrill encircling this exciting game. Play the bespectacled dungeon maker, build dungeons and help the gods defeat the deadly demon Revenger.

Four Reasons Giving Your Villain Stats is a Waste of Time



One of my favorite parts of RPGs is rolling up characters. This might be why I am the DM most often. As DMs, we get the opportunity to roll up more characters than any player gets to. I like having stats for NPCs. In fact, I like having stats even for the characters I don't think my players will fight just because occasionally, one of my players will get a wild hair up his butt and decide to fight someone I didn't anticipate.

There are, however, certain NPCs that I believe a DM should not prepare stats for too far in advance. Number one on this list is the campaign's supervillain (if one exists). Having a faceless villain pulling the strings behind the scenes is quite enjoyable, and it provides an "Aha!" moment when the players finally figure out what was going on. Unfortunately, as a younger DM, I always felt like I had to give this supervillain stats even before session #1 of the game. It only felt "right." But there are many reasons not to give your primary villain anything more than a paragraph of descriptive text until you are ready for his mini to step out onto the gladiatorial grid.

And thus, I present you with:

Four Reasons Giving Your Villain Stats is a Waste of Time

  1. New books will be published. If you are anything like me, a new book with cool new abilities and character options makes you want to put it all to good use. And who better to receive the new crunchy goodness but your main villain? If you have stats for him long before the players ever see him (and before this cool new book just arrived), then you will find yourself in a conundrum: don't give him the new stuff because I've already got stats (which sucks)... or recreate him using the new stuff (in which case the first set of stats are worthless).
  2. Players will lose interest. They might lose interest in the specific campaign, the genre, or just gaming in general. Even if they lose interest in gaming, more than likely they will return eventually. While this isn't the end of the world, it may very well be the end of your campaign, in which case you have created stats for a character your players will never fight.
  3. The PCs might not have to fight him. This might sound anticlimactic, because a campaign ending with a gigantic fight with the villain is pretty standard fare... but that battle might not actually require taking him on toe to toe. It could be a skill challenge in which success causes a magical explosion that kills the villain. Of course, I'd also want a bunch of his minions attacking the party while they tried to pull off the challenge, but the villain's actual stats would be irrelevant.
  4. You will have new and better ideas. There is usually a decent amount of time between the beginning of the campaign and the time the players actually encounter the villain. If this is the case, changing the villain himself behind the scenes will not disrupt the continuity of the campaign at all. So this guy named Traxx is not the vampiric tiefling warlock that you envisioned him being when you first started taking campaign notes. Perhaps he is actually a dracolich all along... as long as the PCs don't know enough to recognize the switch, make the switch and be glad you didn't stat out the other guy!
Sadly, as a DM with more experience under my belt, I still fall victim to the same urges. Even as I write this, I feel the itch to jot down some numbers for the villain I've got in mind for my Shadow's Apex campaign. In all honesty, he will probably have stats before the first session, go through several shifts of concept, and be replaced when a new book comes out. In the end, there is just something satisfying about knowing you have the big bad evil guy's combat stats ready to go at a moment's notice... even if the first twelve versions of his stats never get laid on the game table. (Heh... too funny to edit despite the connotations.)

What do you think? Any other DMs out there go through several versions of the same villain knowing full well that the stats are a waste of time for any of the above reasons?

Campaign Wiki Design: How Much Canon to Include?


Although I'm struggling with this personally because I'm working on my very first campaign wiki, this decision could apply to a campaign handout or perhaps even in play during an introductory session. The question is, "How much of what has already been written should I include in my description of X?" If you are creating a race, town, or organization from scratch, this whole issue isn't even... well... an issue. You describe it as you have created it because no one has seen it before. But if you're borrowing material from an existing source, all of the following questions may impact the success or failure of your work:

  1. Is this information that the players already know or do I need to present it to them?
  2. If I include this information, will it discourage my players from reading the entire document?
  3. If I leave it out, will my players make ill-informed decisions during character creation or gameplay because of it?
  4. How much will it really impact the game if the players don't know?
  5. If I include it, will the players retain it between their first encounter with the info and the next game session?
On one hand, you want your setting to be detailed, and it is always nice to have descriptions of everything relevant stored in one place (as opposed to scattered across a collection of source books). On the other hand, most of us don't have the time to compile all of this information. Add to this conundrum the above questions about whether or not your players will actually benefit from the info (or suffer from the lack of it), and my head is spinning.

I started struggling with these when I began adding the "Races" sections of my campaign wiki. The drow came first (ABC order and all... no way they're my favorite villains... ahem...), and I stared at the page thinking about these two extremes: a long, well written description of drow culture based on all of the Realmslore, Dragon Magazine articles, and old adventures that I have stored up in my collection -OR- a short "X is what makes these guys different from what you've seen in other campaign settings" summary. For now, what I have is much closer to the latter than the former, but I'd like to move in the other direction if time allows. By the time this is all finished (if you can ever really say that a campaign setting is finished), I hope each section of the wiki will include plenty of canonical information, with the bits that are unique to our campaign either highlighted or in bold.

The real question is the last one in the list: Will my players retain the information long enough for it to be relevant? In other words, is the whole process a waste of time altogether? Personally, I think not, but I am idealistic enough to believe that a great resource for a campaign is not a waste of time even if the players never use it at all. Just organizing one's thoughts can be a refreshing exercise for DMs, and I'm enjoying both creating and blogging about the Shadow's Apex campaign.

Top 10 D&D CRPGs


This is a brilliant guest post on DUNGEON MASTERING by Mr. Gnome from The Random Gnome’s Random Lair. For hours of computer- and retro-gaming goodness be sure to check out his site.

The digital world of Dungeons & Dragons

Truth be said, computers do face quite a few problems when striving to provide us with proper RPG experiences. That’s, I guess, why we needed this CRPG term. Just to make sure roleplayers never raised their expectations too much. On the other hand, them CRPGs do tend to handle combat particularly well, and if you’re a munchkin you don’t really care for the RPG part of RPG gaming, do you? Then again, you might care but lack the time to gather half a dozen people to play. And a good story always is a good story.
Anyway. Enough with the intro bit. What follows is a selection of 10 of the best Dungeons & Dragons CRPGs presented for your enjoyment in the rather rare reverse chronological order.

Neverwinter Nights 2

Published by Atari
Developed by Obsidian
Released: 2006
Ruleset: D&D 3.5
Setting: Forgotten Realms
More info:
Official Site, MobyGames, Wikipedia, GameRankings

NWN2Following the original BioWare developed and immensely successful Neverwinter Nights, NWN 2 improved the game in every respect and provided us with a shining gem in all its action-focused, story-heavy, dungeon crawling glory. The visuals are nothing short of jaw-dropping, the music is superb, the available options ridiculously varied, the gameplay perfectly balanced and the plot appropriately epic, though admittedly quite a bit on the generic side of things. What’s more, and besides the replayability of the thing, NWN 2 can double as an impressive DM’s tool. Heck, there’s even a properly funny gnome bard thrown in for comic relief. Just remember to patch it before you start playing. Oh, and you’ll need a decent PC to enjoy it too.

The Temple of Elemental Evil

Published by Atari
Developed by Troika
Released: 2003
Ruleset: D&D 3.5
Setting: Greyhawk
More info:
Official Site (archived), MobyGames, Wikipedia, Sorcerer’s Place, Game Rankings

ToEETroika Games, the developers of The Temple of Elemental Evil are apparently no more, and if you have actually played any of their games, you are probably very sad about it; just like I am. If not, you should be. After all, they are the only team to attempt such a faithful implementation of the 3.5 edition rules while recreating this rather classic D&D adventure. Ok, so the plot development isn’t brilliant with its standard evil rising theme and the game did ship with its fare share of bugs, but what really stands out, the turn-based combat system, will more than make it up for you. As for the party of five the player leads through Greyhawk, it interestingly has an alignment which affects both the plot and the available choices. Mind you, ToEE still has a vibrant, creative and very active fanbase, that constantly comes up with new bug-fixes, enhancements and extra content.

Icewind Dale: Heart of Winter

Published by Interplay
Developed by Black Isle Studios
Released: 2001
Ruleset: D&D 3rd edition
Setting: Forgotten Realms
More info:
MobyGames, Wikipedia, Game Rankings

iwdhow.jpgYes, it’s an expansion for Icewind Dale, I know, but it’s such a glorious one it’s worthy of its very own mention. Changes include such things as the addition of several types of classic Dungeons & Dragons critters, a higher experience point cap, new magical items and the much needed option to play in a resolution higher than 640×480. Heart of Winter, with its basic though definitely grand plot, focuses on epic battles and intense (!) spell casting. Guess it’s something like hack-‘n’-slash for wizards really. Great fun and will last you for quite a while too.

Planescape: Torment

Published by Interplay
Developed by Black Isle Studios
Released: 1999
Ruleset: AD&D 2nd edition – heavily modified
Setting: Planescape
More info:
Official Site (archived), MobyGames, Wikipedia, Planewalker, The Escapist, Game Rankings

planescape.jpgIf there is one game that really (and I do mean really) puts an emphasis on storytelling, reading of extensive texts, plot twists, literary pleasures and non-combat focused gameplay, well, as you might have guessed, Planescape Torment has to be that game. Now, I do not want to spoil anything from its great story, but do know that there’s a brothel of intellectual delights to be visited, death plays a prominent role, the atmosphere is absolutely impressive and the bits of included humor actually work. After all, Planescape Torment, frankly, is way above the average D&D novel in terms of writing quality, character development and of course plot. It’s no Dostoyevsky of course, but no Salvatore (and I don’t mean that in a good way) either.
On the more mundane side of things, Torment is based on the Infinity Engine, meaning it features some of the best 2D environments possible and plays like a cross between an adventure and an RPG. Also, players don’t get to choose their party –it would definitely hamper storytelling- but they do get to pick some of the characters they’ll recruit and join a variety of factions from the Anarchists, to the Dustmen, the Sensates and more.

Baldur’s Gate

Published by Interplay
Developed by Bioware
Released: 1998
Ruleset: AD&D 2nd edition
Setting: Forgotten Realms
More info:
Official Site, MobyGames, Wikipedia, Planet Baldur’s Gate, Game Rankings

bg.jpgBaldur’s Gate, slightly flawed as it is, was the CRPG behemoth that kick started the genre renaissance of the late nineties and is still considered one of the best single player RPGs money can buy. The story is decent and, combined with the rich world of the Forgotten Realms, provides with the perfect canvas for character development and –admittedly- gratuitous goblin murdering. There are literally tons of battles, both random and staged, to fight, tons of dialogue to wade through and a moral system in the spirit of the game’s Nietzsche inspired slogan: “He who fights with monsters should look to it that he himself does not become a monster…”. Oh, and so you know, two of Baldur’s biggest key selling points were (arguably still are) the intuitive real time combat system and an absolutely huge quest taking place over the entire –and very lovely- Sword Coast. Now, care for a bit of trivia? Good. Baldur’s Gate actually is the name of the sprawling fantasy metropolis part of the game takes place in.

Ravenloft: Strahd’s Possession

Published by SSI
Developed by Dreamforge
Released: 1994
Ruleset: AD&D 2nd edition
Setting: Ravenloft
More info:
MobyGames, YouTube, Quandary review

ravenloft.jpgI remember feeling that weird sort of melancholy invented worlds tend to inspire when you realize they don’t actually exist when I first read through the original AD&D 2nd edition Ravenloft box set. It really was that good a romantic masterpiece, filled with incredibly powerful yet cursed characters, a dark history, imaginative realms and a deep sense of dread. Yet, I never played a Ravenloft session. Always thought it would have to be too epic to really matter. Well, Strahd’s Possession is epic. A bit too epic to be frank, and I do mean this in a setting altering way, but it still offers a passable story and a chance at some truly atmospheric computer gaming. Happily, it also offers a pretty innovative for its time full 3D world viewed in first person perspective and a healthy dose of dark gothic atmosphere. Oh, yes, and some appropriately cryptic Vistani too.

The Dark Queen of Krynn

Published by SSI
Developed by MicroMagic
Released: 1992
Ruleset: AD&D 2nd edition
Setting: Dragonlance
More info:
MobyGames, Wikipedia

dqok.jpgA classic. A true masterpiece. A technical achievement. A game that just can’t age and a brilliant dungeon hacking romp that enthralled (parts of) humanity and quite obviously me. Also the last installment in the Dragonlance based Krynn trilogy of games that were released as part of the aforementioned Gold Box series. Evil (well, the aptly named Dark Queen herself actually), you see, even after being defeated twice, just couldn’t leave Krynn alone and a band of adventurers just had to stop her. In a glorious 256-colours VGA world with SoundBlaster support, no less.

Eye of the Beholder

Published by SSI
Developed by Westwood Studios
Released: 1991
Ruleset: AD&D 2nd edition
Setting: Forgotten Realms
More info:
MobyGames, Wikipedia, Game Rankings

eotb.jpgAnother megahit and a respected award-winner from the era when gamers bothered with exercising their imagination. An era when pen and paper were the only way to map a game. Eye of the Beholder, not unlike Dungeon Master before it, was one of the earlier first person RPGs with a then-impressive 3D tile-based graphics engine. The title, as retro gaming CRPGers should remember, refers to the game’s final adversary, a nasty monster, gamers and their party of four would only reach after fighting a thousand battles, making friends with an assortment of dwarfs, murdering the odd Drow, casting roughly 40 different spells and solving lots of taxing puzzles in the sewers of Waterdeep. Eye of the Beholder was successful enough to spawn two sequels, quite a few spin-offs and port itself to everything from the Amiga and the Sega (Mega) CD to the Atari Lynx and the SNES.

Pool of Radiance

Published & Developed by SSI
Released: 1988
Ruleset: AD&D 1st edition
Setting:
More info:
MobyGames, Wikipedia, Dragonbait’s Page, GameBanshee

por.jpgPool of Radiance was the first of a long and brilliant series of RPGs that shared a common graphics engine and common gameplay mechanics, and came to be collectively known as the Gold Box series. Must have been the gold boxes in which the games came, methinks. Anyway. Point is, Pool of Radiance is a legend and a 20-year old game everyone with the slightest interest in CRPGs and their heritage should play, even though admittedly some of the later Gold Box games actually bested it. Still, not many of them received the accolade of being called “the best RPG ever to grace the C64, or indeed any other computer” by Commodore User magazine. http://en.wikipedia.org/wiki/Pool_of_Radiance - _note-0The game only allowed fighter, cleric, wizard and thief and severely restricted them in their level advancement, but its combination of first person dungeon exploring with 3rd person turn-based combat and the official endorsement of TSR made sure it was years before anyone actually noticed it.

Advanced Dungeons & Dragons: Cloudy Mountain

Published & Developed by Mattel
Released: 1982
Ruleset: AD&D 1st edition
Setting: none in particular
More info:
MobyGames, YouTube, IntelliVision Lives, Video Game Critic

addcm.jpgI’m not 100% sure on what exactly this Intellivision game is called, though its loading screen does imply that Advanced Dungeons & Dragons should be enough, but I do know it’s not the first D&D game ever. 1974, you see, saw the release of dnd, which being playable only on a mainframe failed to reach a wide demographic. Not that this game did, but, well, at least it tried. Originally being worked on under the title of “Adventure” until TSR licensed the game, AD&D was the first Intellivision cartridge to use more than 4kb of ROM and feature randomly generated mazes stuffed with monsters, in what could easily be described as Diablo’s great grandfather. I’d suggest tracking a copy of the thing online and actually seeing how impressively innovative it was. Finding a free copy shouldn’t be too difficult, even if your reward would have you recovering the two pieces of the rather silly-named Crown of Kings.

What are your top CRPGs?

Let us know what kept you enthralled for social-life-mangling weeks!

'STAND AND DELIVER'




Glossary of Fudge and General Role-Playing Terms

action modifier
In Fudge, a bonus or penalty applied to a character's trait level.
addendum, pl addenda
An addition appended to the body of a text or made available separately.
adventure
A scenario.
adventure seed
A brief description of an idea for a scenario, which can be fully developed by a GM into an actual scenario.
alternate rule
In Fudge, an optional rule variation typically included in Section 7.3, Alternate Rules.

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