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Inspired by a discussion of NPCs and PCs going on here, my particular play style for D&D is very game focused, less story focused. For that style of play, it is important that NPCs and PCs have similar boundaries. A NPC shouldn't be mechanically different than a PC
The awesome fantasy art of Darrel Sweet, gorgeous colors, great details, a realistic vibe and vibrant personality. That's the stuff.
Saw a thread recently asking about fudging dice results and it was notable that several of the responses cited the desire to "reward or punish" player behavior with fudging.
This is why I don't fudge dice, because I don't see my role as a referee to "reward or punish" the PCs
I have to say that the clarity of vision people have when finding problematic aspects of old school D&D seems to completely fall apart when newer games are considered.
I wonder why that is… here, enjoy some Rodney Matthews.
The fantastic art of Judson Huss. Every one of these pieces makes me think of an adventure around them. The knight on a rhino, the statue, the fire creature, the wood post. The Saan (lizardfolk) in Bhakashal are master wood carvers, who sometimes carve images in the wild...
Bhakashal draws inspiration from boss fantasy art. Rafael Kayanan was a big influence on my vision of Bhakashal. Kayanan is also a Sayoc Kali master in knife, sword and tomahawk fighting
Reading through Talislanta again today, the entries for the character classes are so well done. Each class is tied to a specific place, a simple design decision with a super flavorful impact. The comments give you little pieces of lore to add to the flavor as well
And my four favorite back covers, Willingham Isle of Dread, Otus White Plume, Roslof Forbidden City and Dee Homlett
These may be my four favorite pieces of TTRPG cover art, Roslof's Descent, Otus Forbidden City and Barrier Peaks, and Jeff Dee White Plume Mountain