The big day arrived, and my 4e game took off. This post will discuss the preparation, character creation, and overall session, as I felt a lot of it started to click together as one giant post rather than a bunch of small ones. My plan for 4e is to take advantage of all the amazing work that was released - seriously, there are a ton of awesome smaller adventures that were available with a DDI subscription from Dragon/Dungeon magazine. While many talk about Reavers of Harkenwold & Madness at Gardmore Abbey as major 4e adventures (and seriously, this shouldn't be ignored, as they are done very well), I also wanted to take a number of the smaller dungeon crawls and use them to help get things rolling. As a DM, taking these already published adventures gave me a few advantages: I didn't have to create the entire adventure from scratch I could focus on things like encounter design/monster choices and adjust as needed I could understand the general hook and adjust as needed fo...
One of the nice things about age is that you reflect on things differently based on your life experiences. You start to realize you're not quite the young teenage Spider-man anymore, but rather the quirky Star-Lord, or even Ant-Man. Such is how I feel discovering 2010's Gamma World, or perhaps rediscovering it. I was already vaguely aware of the game when it was being announced, but I didn't pay much attention to it. For one thing, it was released during that window when 4th Edition Dungeons & Dragons released the Dark Sun Campaign Setting (August), the Dark Sun Creature Catalog (end of August - early Sept), then the Essentials products, which included the Dungeon Master's Kit and the Monster Vault. I had gotten into Dungeons and Dragons the spring of 2010, which meant I was playing catch up on a number of volumes (my 4e book collection is still incomplete, but it's mostly the Power Source books, so I'm not that worried). Gamma World was strange. From what ...