roll20

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  • Official 'Dungeons and Dragons' content now available on Roll20

    by 
    Sean Buckley
    Sean Buckley
    07.28.2016

    Roll20's online tabletop gaming system has been a haven for veterans of pen-and-paper RPGs for awhile now, but for fans of the original role-playing adventure game, it just got a lot better. Wizards of the Coast is now selling officially licensed Dungeons and Dragons modules on Roll20 -- starting with the fifth edition starter set adventure, 'The Lost Mine of Phandelver'.

  • Taking the roleplay out of WoW

    by 
    Anne Stickney
    Anne Stickney
    03.22.2014

    I like messing around with roleplay every now and again, especially during the waning months of an expansion. When there's little else to do, roleplay helps keep me entertained, and has the added side vantage of giving me a space where I can indulge in trying to answer lore questions that invariably make their way into lore columns. But beyond that, there's just something kind of fun about taking an hour or two off every now and again and just letting my brain be creative without the pressure of stress. But one of the big problems with roleplay in WoW is the actual process of any kind of meaningful roleplay itself. Major, sweeping campaigns that are common with tabletop roleplaying systems just aren't possible in WoW -- trying to get everyone on an entire roleplay server to agree to a set list of rules for combat is an exercise in futility. Because of this, there's always been a limited scope to roleplay, a wall that simply couldn't be broken within the confines of an MMO. NPCs can't be controlled, players can't really influence major events in fear of somehow running into contradictions with canon lore. You can either dance around the limits, or you can ignore them entirely. Or, as I recently discovered, you can simply leave it all behind. How do you make the limits in WoW work for your roleplay guild? By taking your roleplay out of WoW entirely.