Welcome
to the
AdventureMaster's Workshop!
he trip was
a strange one. Andros led you behind the bar, down a flight of steps, past
several traps that would have made Lara Croft weep like a little girl,
and back up some stairs into a smoky, dim little workshop, littered with
gasburners, glassware and tools. With a smile, he took down a dusty book:
The
New AdventureMaster's Archive.
When you being running a group, you may want to dig beneath the basics
of Dragonraid and add some additional stuff to make the game more
playable and fun. All things in this section are optional rules I have
written to enliven the game. Take it as the Saladbar of Gaming; pull out
what you like, what you feel comfortable with, and use it. Note that the
arcane facts in this section are mostly the AM's affair, and are things
that you may or may not tell your players. Some of it will come to light
over the course of an entire campaign.
The
New AdventureMaster's Archive |
New Rules - Cool things you couldn't
do before
The Hidden Races - Darkling Elves, Morlocks
(Black Dwarves), & Deep Gnomes.
The New Races of Men as Player Characters
The New Raiders
The Hidden Raiders
Tales of the Sleepless Knights
The Book of the Wandering Smith
Author's Foreword
I spent several good years of my life
playing Dungeons & Dragons, and loved it. But when I taught
it to several young friends, I discovered that while My World was moral,
God-Centered and made for Glory, the worlds run by other gamers tended
toward sometimes occult "Kill-it-take-it's- treasure" hack-fests. When
I had about decided to stop playing AD&D, God surprised me (like
He always does!) with Dragonraid.
But as I learned this new, God-centered role-playing game, I found some
holes in it. The game is weighed so heavily towards spiritual growth that
at times it slows to a crawl with the players dancing like puppets at the
hands of "this week's message." And how do you "turn" undead? No elves?ONLY
12 MONSTERS? Clearly, some new rules were needed to allow the best
of AD&D to run in Dragonraid terms. As a DM turned AM, let me
make the following suggestions to make your Dragonraid campaign
all that it can be:
-
I suggest you print out the Player's Manual page on this site and use it
in place of the actual LightRaider Handbook. I think the official manual
hands out too much information to the players. In real life, the textbook
learning is often only the foundation for "life experience." Let the players
learn as they play, and not have all info handed to them by the AM.
-
I suggest you supplant the "12 standard monsters" with my Creature Catalog,
on this site in the Library. In it, the discriminating AM will find most
conventional mythic monsters translated into Dragonraid terms. And I hope
to add monsters from time to time. If you have a request for an old-line
D&D monster you want done, let me know.
-
I suggest that you photocopy the standard WordRunes onto parchment paper,
and leave them as part of "treasure" piles in lairs. (What is more treasured
than the Sacred Scrolls?) Start a new campaign with selected Runes as party
property, perhaps a couple of the five Great Rescue WordRunes, and let
the party FIGHT and SEARCH for the rest of the Runes.
-
Turn those players loose with a Bible, and let THEM propose WordRunes!
That's a good way to encourage Scripture reading! In a Christian game where
good is expected to trounce evil, why NOT a few fireballs and lightning
bolts for our side?
-
You will need, in addition to the d10 Starlot and the d8 Shadow Stone,
a six-sided standard die, and a triangular d4. If you are a secular gamer,
you probably already have these.
Dragonraid is the perfect gaming
alternative. Christ-centered, faithful and true, it still allows the brave
knight to stand against ultimate evil. May you use these new rules to make
your World all it can be...in His's Name.
Andros
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