Just because Asmodeus is top dog in the Nine Hells doesn’t mean he’s the only source of fiendish influence on the material plane. Even the Nine Hells as a whole don’t have a monopoly on it; the demons of the Abyss certainly have their own goals and influence, decidedly messier though they may be. From different breeds of Tiefling to infernal cults to abyssal champions, the latest Unearthed Arcana presents us with all sorts of new Fiendish Options, for both sides of the DM’s screen.
The history of Dungeons and Dragons, especially recent history, is all about the mystical notion of game balance. Fourth Edition was designed the way it was in part to repent for the excesses of Third Edition, and Fifth Edition was designed the way it was in part to repent for the excesses of Fourth. Fifth Edition also comes closest of any edition of D&D (save maybe the very first) to accepting a more broad axiomatic truth: Mechanical game balance doesn’t actually matter.
A world-weary medic, everyone’s Angel but not by choice. A naive young soldier, who becomes the Gunlugger to protect himself physically and emotionally. The Chopper, who’s still not sure what makes the difference between a leader and just another Rawsteak. These are just a few of the characters who came out of a short but intense game of Apocalypse World I ran between 2016 and 2017.
Halcyon City has seen many generations of superheroes over its long history. The Golden Age got it all started, the Silver Age rose to new heights of power, and the Bronze Age saw heroes turn introspective (and a little cynical). Now a New Generation is rising to take their place in the city’s history, and everyone is watching them to see what they’ll become. Before we can start following their current story, however, we need to know who they are, how they came together, and what sort of troubles might be on the way.
Creating characters is ultimately the launchpad of any gaming experience. This is equally true for the GM, which can present an interesting set of challenges. While each player need only focus on who they’re playing for the game, the GM must populate the whole rest of the world. The balance is, like any other number of storytelling strategies, making the world seem real while not doing an exhausting amount of work. The key strategies for writing memorable NPCs are differentiation, motivation, and improvisation. That last one in particular can take on a couple of different forms…so if you don’t think of yourself as an “improv GM”, fear not!