Image (cc) paganjesus on DeviantArtI'm the kind of person who likes to have a project, so I'm setting myself one right here.For years I've been looking for a way to weave the player characters into engaging plots while still keeping prep low and flexibility high, and it finally feels like things are falling into place. My hobby project for the rest of this year is going to be formalising my ideas and getting them down on paper. Electrons. Like so:On DMing, or How I Learned to Let Go and Embrace the Chaos (May)Railroad / Sandbox / Other (June)Reusability and Separation of Concern (July)Using a Grid for Plot Components (August)Populating the Grid (September)Using the Grid for Planning (October)Reshuffling Items in the Grid (November)Example Campaign (December)Sounds manageable, and by the end I'll know if it works or not. Hope you'll follow along. I'll be using this post as an index as I go and post a retrospective at the end, wish me luck!
Image (cc) amorphisss on DeviantArtFae don't seem to feature much in Dungeons and Dragons games (that I have played) and I think it's probably because they're low challenge in combat. But why would faeries, who are essentially physically weak extradimensional magic users, be interested in engaging in combat when they could be playing to their strengths?By their nature, the Fair Folk are otherworldly, capricious, playful, powerful, and broadly disinterested in us and our world unless they can derive some entertainment or gain.Here are my thoughts on how to take advantage of this nature to have fun at the table:The faerie realm (or the Feywild if you insist) is not part of our realm, so have fun with geometry and geography:Faerie roads can join places in our realm with little concern for their true geographical - or even temporal - relationships.A moment in the faerie realm could be years in ours, or vice versa.Things that are small in one realm can be vast in the other.Fae settlements and buildings do not need