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Midsummer Lands - Colored

While (over)prepping for a recently-finished Shadowdark game, I was looking for a big hex map into which I could fit many adventures. That's how I came across Dyson Logos' Midsummer Lands map. I learned some new photoshop skills, and spent about 16 hours (!) coloring it. I'm providing it here, since I believe the best part of the hobby is sharing cool stuff with strangers. I even made a version where I removed the cities, which might be good if you have your own ideas for where civilization should (and shouldn't) be. You can find the Google drive folder right here. Vox Arcana takes no credit for the cartography, just the color scheme. Dyson Logos is the man, as always.
Recent posts

A Note on AI

 In case anyone was wondering, I don't use AI to write these blogs. Since Google and every other AI company are scraping the internet for content and providing text-only summaries, I figured I'd stop adding images to my posts. Making this blog look fun and image-heavy takes a lot of time and attention away from what I want to do, which is posting my thoughts with minimal editing.

Dolmenwood Spell Analysis: Arcane Spells

These are my opinions and analysis of these spells. I'm not an expert, but I've played an awful lot of D&D over the years, so I think these points are worth considering. This post is meant to accompany the Dolmenwood Player's Book readthrough. Summary: The early Arcane spells are quite weak and/or situational. With the rules as described, in which a caster must prepare each specific spell he/she wants to use that day, I feel that casters are at a major disadvantage early on (even more so than in other AD&D retro clones). That being said, if a caster can survive long enough, the spells become extremely powerful (even more so than in other AD&D retro clones).  Rank 1 Arcane Spells I’m not usually one to do tier lists, but I think in this case, it’s warranted. CRYSTAL RESONANCE This spell allows the caster to imprint their surrounding energies onto a gem, then later release it. It cannot cause damage, blindness, deafness, or other special effects. There are four...

Let's Read: The Dolmenwood Player's Book

  “A piece of sharp, rusty metal dipped in ice cream.” That’s how I came to describe the setting of Dolmenwood after much reading and writing out these readthroughs. While the setting may at first appear to be a fantastical realm of fairies and cute talking animals, in truth, there’s a dark edge to this world that is not always apparent. It saddens me to recognize that many prospective referees and players will take their first impression at face value and miss out on experiencing perhaps the most detailed, elaborate, and exhaustive settings to date. Intro My original plan was to sit and read through these books, cover to cover. These read-throughs help keep me focused. Here we go. I’m going to go section by section and write my thoughts down as I go. Player’s Book Table of Contents Gavin does a terrific job organizing this. Even with the bookmarked PDFs, I still find myself clicking back to the table of contents in all of these books, due to their usefulness. I really must...

Skill Systems vs. No Skill Systems

  From one of the greatest books of our generation, the Dolmenwood Player's Guide After talking with my players at length last night, I'm exploring old-school gaming again. Turns out, ACKS gets many, many things right, as far as it relates to my preferences for running these types of games. Upon further examination, we can integrate these types of things into a modern DND game (not necessarily 5e, but still). One of the reasons my players objected to Dolmenwood is a lack of an official skill system. Now, I've gone back and forth on skills in games, and recently landed on the side of liking them a lot. However, there's something to be said about games without them. I also noticed that a vast majority of the time, players tend to rely on a small set of moves during their turns in combat, and a small set of skills while exploring. That is, players always advocate for rolling the things that give them the highest bonus and/or damage output. My question is, "Is this r...

Modern Dungeon Crawling: Analysis

  My son is gonna LOVE Minecraft Dungeons In old school D&D, dungeon crawling is an exercise in resource management. Those resources are: Torches Time Time is really a measurement of risk. After a certain amount of time, there is a chance of a monster appearing, which then uses up other resources: Hit Points Spell Slots Some secondary things might be used up if the party is injured, such as Potions of Healing, which cost gold Hit Dice (if short rests in a dungeon are allowed) Rations (if they help heal), which are really just a gold tax Spell slots used for healing Scrolls  This means that, much like overland travel, players are always pushing their luck to gain treasure at the expense of the fundamental resources of HP and Spell slots. There is a secondary game of inventory management in the form of balancing torches with carried treasure, and possibly another with rations. D&D is ultimately and essentially gambling. The game utilizes resource management as its...