My favorite non-RPG thing to come out of a RPG is Lords of Waterdeep. Lords of Waterdeep is a fantastic introduction to the worker placement genre of board games and it has a theme based on D&D's Forgotten Realms setting. Light euros are not the kind of games that WotC are usually know for, but they really hit it out of the park with Lords of Waterdeep. Not only is it a good use of the D&D theme, but it is a solid worker placement game in its own right. Better yet, it is a great introduction to both worker placement and strategic board games in general. It is very easy to learn, and plays quickly. It also is very easy to set up, something that you cannot usually say for these kinds of games. This is a great gateway game that can lead to other fantastic games like Manhattan Project and Yedo. My wife and I have played this many times, both the cardboard version and the excellent iOS application.
Those of you who have been reading this blog know that I have never run a megadungeon before. I have always used more realistic dungeon settings, keeping all underground areas to a minimum and keeping the over all size of castles and the like fairly small. There is another style of gaming I have never indulged in: the hex crawl. I have never seen hexes as discrete chunks of the map. I always just used them as a guide to find distance if they were present and not worrying about themif they were not. I have always taken a more continuous view of overland maps. This is another streak that will be ending with my upcoming OSRIC game. I will be using James M's Outdoor Map as a starting pont in my campaign. I will be heavily modifying it for my purposes but most of the features will stay the same. I will be adding my own versions of Castles Blackmoor and Greyhawk to the map. I have been struggling with how a hex crawl works. How do I know if they find features in the hex and isn't 5 m
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