If you couldn't guess from my handle of all the four player archetypes (being Real Man, Real Roleplayer, Loonie, and Munchkin), I identify most with the Loonie. They're just here to have fun. And talk to giant possibly friendly mushrooms. After all, every group needs its comic relief. If everyone happens to be the comic relief, all the better! I find the overall cheerfulness of the Loonie playstyle more attractive than the other ones.
Art from here
LooneyDM out
Wednesday, February 29, 2012
Monday, February 27, 2012
Real Roleplayer
I hadn't meant to make this a series, but it's flowing so well. Katara did actually say this quote which is a perfect "real roleplayer" quote. Of course it was followed up by something less real roleplayerish but she has the spirit. She does things because they're in her character to do. For those not getting the reference you simply need to read this. It's not going in order because I came up with the munchkin one first. Expect more in the coming days. I'm sure the other ones will be obvious.
Art from here
LooneyDM out
Art from here
LooneyDM out
Friday, February 24, 2012
Munchkin
If Avatar is a RP game then Toph is the clear munchkin of the group. In addition to everything mentioned her mastery of earth bending means she's functionally not blind at all. Sure there are a few situations where it causes her problems but never in any dangerous encounters. For those who haven't seen Avatar, the magic is all elemental control based. Water benders control water, air benders control air, earth benders control earth, and fire benders control fire. Fire benders have the one exception in that they create their element as well as control it. Toph is a blind girl who has mastered earth bending well enough to be the top bender in her city, as seen by the bending fights she gets into. Before the end of the Avatar series she invents metal bending, which is a big deal as earth benders can't affect metal. Except her of course. Total munchkin. I'll see about doing the rest of the crew later on.
Art from here
LooneyDM out
Art from here
LooneyDM out
Wednesday, February 22, 2012
DM Props
It's items like these that make me want to start DMing in real life again. Of course I don't need another money sink between what I have for D&D already and video games. But ragged books and a human skull sitting near an old fashioned compass (I don't care if they don't have them in D&D) is just too cool. And no explaining needed. Players will know. They will know so very much. And their envy will no know bounds. As soon as they get over how dead their characters are.
LooneyDM out
LooneyDM out
Monday, February 20, 2012
Drow
I have to say I'm not a fan of drow or their culture. The best description I heard was that Lolth is a psycho cheerleader goth emo who insists that all her children be as bat shit loco as she is. This is a fair approximation of why their society doesn't work on any level and why they should be avoided. Of course I don't mind them in Eberron, but that's because Eberron makes everything better.
Art from Wizards Art Archive
LooneyDM out
Art from Wizards Art Archive
LooneyDM out
Friday, February 17, 2012
Edition Wars (Again)
I have decided that I have some ground rules for this new edition and all things pertaining to it.
1) Be positive
2) It's okay for other people to like different styles of play
3) Getting mad about discussions on the internet is a waste of energy
4) Don't feed the trolls.
5) Stay Classy
All in all I feel this is a good list. Now I just need to force it on everyone else out there and the edition wars will be over! Muwahaha! (note to self, villain laugh needs work)
Art from here
LooneyDM out
1) Be positive
2) It's okay for other people to like different styles of play
3) Getting mad about discussions on the internet is a waste of energy
4) Don't feed the trolls.
5) Stay Classy
All in all I feel this is a good list. Now I just need to force it on everyone else out there and the edition wars will be over! Muwahaha! (note to self, villain laugh needs work)
Art from here
LooneyDM out
Wednesday, February 15, 2012
Down Time
Down time used to be a thing. Moreso in older editions of the vaunted D&D where it could take weeks to heal up regardless of whether or not you had a cleric available. Even without the healing rules there was an implication of time space between adventures for the characters to do other things. Like training and getting into other sorts of trouble. Also item crafting in certain editions. Which does create a slightly more sensible leveling curve. Rather than zero to hero in a few weeks or months it takes longer. Also makes more sense in the story related portion of things as to why adventurers don't drop dead from adrenaline poisoning. Is that a thing? Adrenaline poisoning? I don't know enough about biology to know if that is possible but it seems like something that would happen if adventurers lived the lives they have "on screen" all the time.
LooneyDM out
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