Save or Die Podcast Adventure #23: Something and Witches


The staff this week is joined by a special DM Host, DM Cory who is part of the upcoming AD&D 2E Podcast, Thaco’s Hammer, as they chat about building worlds in your campaign, how to design spells, DEMONS and then finish up with with a review of B7: Rahasia. Saveordiepodcast(at)gmail.com

6 comments on “Save or Die Podcast Adventure #23: Something and Witches”

  1. Thorkie

    Good show. Nice hearing IR back in voice.
    DM Glen, your microphone was too low most of the time. Not complaining mind you (hehehe).
    It would be interesting to see a complete listing of the modules you’ve reviewed in some rating sequence or another.
    So you don’t run out of “B”s, I’m developing a B13 filled with kobolds and gnomes and other things (for Liz) titled “Fountain of the Frog King” 1st level/1 dungeon (big!)

    tatafornow

    Your humble admirer (and all around good guy!) Thorkie

    • DM Vincent

      Thanks! Only thing I can say about DM Glen’s audio is that he needs to buy a new headset, and until then he needs to stop leaning back from his mic.

  2. Mark A. Siefert

    Liz’s idea in her campaign where magic is relegated to clerics and various spells are assigned to various religions is very reminiscent of how magic works in Tekumel (Yeah, Glen. We know. “EPT is weird.” Whatever.). In later Tekumel-based rules, Prof. Barker broke spells up into three “phylums:” Universal spells were basic spells available to all temples (e.g. basic Healing, Flight, ESP, etc), Generic spells are spells shared by a few of the temples (e.g. a spell called “Doomkill” is known taught in the temples of Lord Karakan, Lord Vimulha, and Lord Hnalla), and Temple spells are powerful spells taught only in a specific temple (e.g. the spell for summoning the “Emerald Paramour”–a succubus/incubus that can be sent to seduce and kill a target–is known by the temple of Lady Dlamelish).

    Also, Tekumelyani spells are also separated by the sphere of influence of the priest’s deity: Combat spells can be found in temples of the war gods Lords Karakan and Vimuhla. Spells of healing are found in the temple of Lord Thumis, God of Wisdom. Spells involving nature are taught to worshipers of Lady Avanthe, a fertility goddess, spells that can create or control the undead are Lord Sarku’s, the god of tombs and decay, department.

  3. Drance

    It was awesome to hear a reference to Gymkata in the show! I too once ran an encounter inspired by the “town of crazies” scene in that movie!

  4. Ye Olde Lancer

    I for one have always hated the way that D&D did magic. Having to memorize your spells ahead of time seemed to go against everything you’ve every learned about magic in books or movies.
    At one time I was working on a variation of the magic rules for a game I was working on that game the magic-user a fixed number of “levels” of spells per time period (recharged by the normal rest period). Any spell they knew was castable, and even scalable. If they can cast a level 3 magic missile but only want to use 1 level of it, then they can save the rest for later. My justification was that mages had a certain amount of “power” that they can use and as they level up they become stronger and can use that power in stronger or more complicated ways.
    Obviously there were balancing issues that had to be addressed. Cantrips could count as half or a third of a level. Some spells had to be weakened or have the effects modified or level requirements raised, etc. But all-in-all the system worked well and the magic-user became a much more integral member of the party.
    Great show. Nods to Mike and Liz (yeah, it’s me). I just thought I’d throw that out as an alternative for some of you guys to think about.

  5. LC Pete

    The startrek/resident evil gong made me think of The Time Machine morlocks etc.

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