Everyone has different standards for verisimilitude. I’m often amused by the anecdotes from other players who inhabit crazy gameworlds that are bursting at the seams with preposterous creatures. They think nothing of doing a dungeon where an Ogre will inhabit an unadorned room next to a Black Pudding, who both live next door to a Dire Bear and an Earth Elemental. Stories like this make me laugh because I can’t help but picture what life must be like for these monsters in the dungeon as they sit around waiting for adventurers to show up. Talk about “The Odd Couple”. Actually, that’s a pretty cool idea for a comic: A sitcom-styled story about a bunch of freakish monsters who inhabit a trap-and-treasure laden dungeon, learning to love and laugh… together.
The story of me. If you're looking for a picture of what it was like growing up in the seventies, then this is for you.
WAY back in 2005, I wrote about a D&D campaign I was running. The campaign is still there, in the bottom-most strata of the archives.
The Death of Half-Life
Valve still hasn't admitted it, but the Half-Life franchise is dead. So what made these games so popular anyway?
Game at the Bottom
Why spend millions on visuals that are just a distraction from the REAL game of hotbar-watching?
This is a massive step down in story, gameplay, and art design when compared to the 2014 soft reboot. Yet critics rated this one much higher. What's going on here?