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In this episode I discuss, hypothesis, theories and philosophies on roleplaying specifically in Dungeons and Dragons, but it can apply to any RPG. I dive, very briefly into the history behind some of the ideas that people present in regards to role-playing games and D&D. I also explain and critique recent media in their attempts to create a unified philosophy or psychological breakdown of roleplay. DnD, being the first tabletop roleplaying game, has often had the discussion on why and how to properly roleplay. I share my thoughts on what others think and present my own.
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In this episode I discuss many specifics of the plot, story, narrative elements, themes and characters of Dragonlance. I mostly focus on the first two Trilogies of Chronicles (Dragons of Autumn Twilight, Dragons of Winter night, Dragons of Spring Dawning) and Legends (Time of the Twins, War of the Twins, Test of the Twins).
Dragonlance was a story that grew out of D&D sessions at the headquarters of TSR, which was the company that made Dungeons and Dragons. The epic story surrounding the series is a direct result of the individuals involved in writing it but also the culture within the company had an influence. The Companions (also known as the Heroes of the Lance) were seeped in DnD lore. So Tanis Half-Elven, Sturm Brightblade, Raistlin and Caramon Majere, Tasslehoff Burrfoot, Flint Fireforge, Goldmoon, Riverwind, Tika Waylan-Majere as well as Lauralanthalasa and Gilthanas Kanan were Dungoens and Dragons characters through and through: Margaret Weis and Tracey Hickman breathed life into these characters and brought us an epic that has been a New York Time's best selling series.
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Eksik bölüm mü var?
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In this episode I discuss the Dungeons and Dragons world Dragonlance, created in 1984 by Tracy and Laura Hickman as well as the novels which were written by Tracy Hickman and Margaret Weis. I talk about the early D&D adventures as well as the art by Larry Elmore that helped to flesh out the world. Dragonlance has existed in several editions of DnD as well as a brief interlope into another game called the SAGA System. but it was brought back into D&D's 3rd edition by Margaret Weis productions and then began to wane in 2008.
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In this episode I begin a series in which I adapt real-world events and adapt them to Dungeons and Dragons campaigns. This time, I discuss recent events with Gamestop and boil down some themes for several D&D adventures. I create a fictional Kingdom of Dyuzchenia with a disloyal vassal Barony of Leschev and an enemy Kingdom of Rovaergria. This is all to illustrate how you can adapt other stories and events into DnD adventures.
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In this episode I discuss the precursors to Massively Multiplayer Online Role-Playing Games. Two examples are independent of the company that owns Dungeons and Dragons. The first independent game was created by Keith Abbott and was a massive campaign setting called Loera that he outlined in Dragon Magazine #5 in 1977. The Second is what is considered to be the Longest Running D&D campaign by Robert Warbaugh in a setting he calls the Realm of the Greyhawk.
Keith Abbott may have had a hand in the official evolving Big Campaign for DnD starting with the RPGA. The Role Playing Game Association created an official Living Campaign around the Living City of Raven's Bluff. This idea later moved to the Living Greyhawk campaign during 3rd Edition D&D. The RPGA ended after 4th Edition and essentially became the Adventurers League with the advent of 5th Edition.
I also outline one of my favourite game sessions with the the Pickled Dragon and the Arcane Library which took place at Gary-con. -
In this episode I recommend various D&D related media that can be used for entertainment and some that can help you improve your Dungeons and Dragons campaign.
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In this episode I discuss the culture of D&D, the shifting mainstream culture and what it was like in the early days of DnD. I also go into greater detail about the Satanic Panic and how it affected Dungeons and Dragons. I bring us up to date, culturally to where the first 4 episodes brought us, chronologically.
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In this episode I discuss the 2010s for DnD. I give a little insight into the history of podcasts and YouTube channels and where they intersect with Dungeons and Dragons. I also discuss 4th and 5th edition D&D
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In this episode of History and D&D I discuss the early 2000s, and the new direction the gaming community went in. This was a period of growth and innovation and I wish that I hadn't missed out on some of it.
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In this episode I discuss decisions by TSR management that lead to a financial crisis, leading to a possible collapse of the company. This might have been an end to Dungeons and Dragons if not for a white knight. Also, in my personal life, I'd moved on from D&D.
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In this episode, I discuss the beginning of Dungeons and Dragons and the earliest connections in my life to D&D. Providing a broad overview of the company, TSR and some of its products, I detail the earliest campaign settings. I finish off with my mission statement and a resolve to connect history to DnD.