Welcome to THAC0 . . . with Advantage! We’re two friends that have been playing D&D a long time. While we both love lots of other RPGs, D&D is coterminous to our gaming reality.
Fantasy stories abound with places beyond the mortal realms. Fae domains, magical islands outside of time, and the lands of the dead, among others. How can you instill this kind of otherworldly adventure into your game? How do you make a realm outside of mortal existence feel different, memorable, and distinct? What are some of the pitfalls of taking your mortal adventurers and placing them beyond? We’re going to example these questions in today’s episode, as we pass beyond the veil.
From the Bardic College
How many adventurers make up an adventuring party? According to the 1980 Basic set, parties should be made up of 6 to 8 adventurers. Ideally, everyone only has one character, but if you want to make sure you are in that 6 to 8 range, some people may have more than one character. But the most important thing to remember is . . . your characters shouldn’t like each other that much. If they like each other, they might share stuff. We know players won’t share stuff with each other, right? Sure, we all need to work together to survive, but not if the +2 dagger I had before I found my +3 longsword needs to be shared with someone. Can you imagine the uproar if D&D taught people about Satanism AND Communism?
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