In Dungeon Meshi, Kuro the kobold. Kobold are dog men.
Why is the Japanese conception of kobolds a dog whereas modern D&D depicts them as lizards?
(The answer might SHOCK you)
(...but probably won't, it's just sort of interesting.)
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In early editions of D&D, a kobold was "like a goblin." In one reference, they were "Doglike." When they were put into the game Wizardry, this is the feature that was latched on.
Wizardry was big in Japan. Introduced the idea of dog-men-kobolds to that audience.
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Later editions of D&D allow the ill defined concept of a kobold to morph into a lizard-like creature - a henchmen for the bigger dragons.
D&D is like running Smashmouth through Google Translate, then back again.
(There's an article about all this in Knock!5, actually!)
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I have muted the reposted "D&D is Mid" joke from yesterday.
Something I was surprised about, being so long in my RPG bubble, was how many people legitimately didn't know where else to *go*.
"I want to play an indie game, but what even is the name of ONE?!"
A 🧵of my faves:
Caveat: This is an incomplete and arbitrary list.
Lots of good games I like a lot are not here.
All of these games are made by deranged online game designers. You can find them on Twitter and yell at them/with them.
"I like D&D because I like fantasy. I wish it was a bit more like Tolkien and less like Monty Python."
Beyond the Wall is inspired by LeGuin and Lloyd Alexander. It's designed to be played by real people with real lives. 0 prep adventures. Lifepath character creation is a blast.
Rulings Not Rules means you can come up with quick subsystems to represent weird random table events that feel notably different than the rest of the game.
An example, from recent play: A 🧵
(Rules given in HIS MAJESTY THE WORM format, but lessons adaptable to any game.)
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In my game this week, a random city event was "War horns ring out as crookhorns attack pilgrims on the road"
I described a militia raised to fight the attack.
We aren't playing a skirmish army game, but I wanted the players to be able to participate in this sort of thing.
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Because I wanted this sort of event (larger scale warfare) to feel different than normal tete-a-tete combat, I established a few new rules for this combat at the start. I explained my reasoning for doing so, and asked if there were any questions.
In honor of Halloween, a spooky Middle-earth🧵Tolkien used two words for magic: sorcery and enchantment. Though neither was inherently "evil," sorcery is the word exclusively used for the magical works of the Enemy. The Witch King and the Mouth of Sauron were both "sorcerers."
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Tolkien associated Sorcery with the practice of "Goetia." If you look up Goetia, you'll probably find the Lesser Key of Solomon - a sequence of magickal sigils to summon an array of demons.
We can infer that sorcery deals with summoning and commanding spirits.
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One of the primary ways sorcery was used was to create illusions to befuddle and mislead. Spirits used for this purpose are called "phantoms" in the text.
Elves were immune to this, being able to see through illusions, but it was a powerful asset against Men.
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It's a real shame that the flaming sword has been reduced to a vanilla, boring, stock magic item. In a random Pathfinder game, I might actually be disappointed if the GM gave me one.
A flaming sword has the potential to be *so cool.*
Here's how I'd put the magic back in:
🧵
First, I mean, just think about how it'd *feel* to wield one.
"The fire roils off of the blade. As you test the blade, the flames trail along the arc of your swing. It's so bright it almost hurts to look at. Your companions have become detail-less shadows in its brightness."
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"The scent is so different than a bonfire. There's no wood being consumed. The closest smell that you can place is that of a thunderstorm - an ozone smell."
"The flames hiss, a constant shhh shhh sound coming off the blade, like a mother shushing her infant."
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It's lame when you can choose X additional starting languages and the choices don't matter. "I can speak Elven and Goblin," doesn't mean anything if you never see elves and goblins.
I'm a big fan of languages that have broad uses. Here's some I've come up with. Looking for more
Common can be understood by everyone. Literally everyone. It's a magical language that forces its meaning into your brain. If you don't speak Common, this is very uncomfortable.
Dwarvish is untranslatable. Spells like Comprehend Languages/Tongues automatically fail. If you don't speak Dwarvish, it's an untranslatable code.