RPG Ideas | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Fri, 27 Jun 2025 15:49:28 +0000 en-US hourly 1 https://wordpress.org/?v=7.0 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png RPG Ideas | Nerdologists https://nerdologists.com 32 32 My Next Dungeons and Dragons Campaign https://nerdologists.com/2025/06/my-next-dungeons-and-dragons-campaign/ https://nerdologists.com/2025/06/my-next-dungeons-and-dragons-campaign/#comments Fri, 27 Jun 2025 15:46:55 +0000 https://nerdologists.com/?p=9665 It's time for a new Dungeons and Dragons campaign. As always, I create an elevator pitch for a few and let the players pick.

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I started running a game of Dungeons and Dragons in 2020. I think that it was a great time to restart that hobby because it is great over Zoom/Teams/Hangouts, whatever video platform you have. When things were locked down, it was still a chance to see people. But last night it happened. The campaign that I ran ended. And now we plan on doing a few sessions of Star Wars Edge of the Empire. But once that is done, I need a new campaign ready to go. So I want to walk through my process and how I use the tools, or start to use the tools from the Dungeon Master Tools articles found here.

Campaign Ideas

We are currently in the Campaign Ideas phase. You can see how I simplify that here. But right now I wan to come up with a few campaigns that could set-up for the next story. And in particular, I want to create the elevator pitches for them.

Now, when I think about coming up with an idea, there is an intimidation element to it. What is going to make a great epic story for a longer campaign? But I think it’s fair for people to borrow ideas from everywhere. So whether that’s a movie, an anime, a book, folklore, whatever it might be, borrow it to help generate ideas. There is a difference between weaving elements into a bigger narrative that show-up elsewhere.

So let’s get down to some ideas.

The End is Known

For ten years there has been war with the demons. No one knows how it started, but demons and devils poured forth from the hells working together. And now only a small band of heroes remains having battled and felt loss over the years. They face off against one last devil, Asmodeus stands before them, and they quake. Asmodeus speaks and it’s all over.

You awake with a new vague memory in your head. A voice that wasn’t there before. It says, something bad is going to be happening. It’s coming, the monsters are coming. But you look outside your window and it’s normal. It’s just another day in your life and nothing seems worse, except for this voice and this vague memory of a devil speaking some incantation. This one is inspired by a LitRPG book I listened to, couldn’t find the title of it, and A Returners Magic Should Be Special.

Notes: This is both the end and the elevator pitch all wrapped into one. The characters kind of know what the end is. But how will these characters now become heroes who can deal with what is coming. And what do they believe, do they believe that is coming or not?

The Puppetmaster

It’s a world of legends and stories. But new stories keep on popping up and they are similar to old stories that you’ve heard before. A magic lamp, three bears living in a house, and wolves, oh so many wolves. The stories are just that, though, right? They are just stories, it can’t be something real.

Notes: Short and sweet pitch here. Not much to set-up, the world matters less for this one, and I wouldn’t even use the title because it’s going to give away some of what the end might be. But this is a question of what if the fairytale world came to life and it wasn’t the happy stories that we know, but the bears, wolves, and everything is now out to kill you?

Image Source: Encounter Roleplay

The Monster Within

The wrought iron gates clanged as a strong wind howled down from the north. It shook the window panes with an unsettling rattle. But neither the clanging of the gate or the rattle of the window were what drew your attention. On the wind there was a song of melancholy and despair. The words couldn’t be made out, but you knew that they came from the castle up on the mountain. There was a narrow cart path leading up there, and that is where you needed to go, because, there was a monster up there who needed to be dealt with.

Notes: This one is going to be a bit different. Clearly I’m going for a gothic horror vibe for it. But I want to go more monster of the week with it. I enjoy the monster of a week trope and it’s going to lean into that with beasts like werewolves, vampires, and other creations that are well fitting for a Curse of Strahd type setting. What does the end game on this one look like? Honestly, it could look like Strahd or some vampire lord, or even work up to a Lich lord who is controlling things.

Time of Legends

No one would mistake you for the heroes of old. They are now something of legend as were the monsters they faced. The demons of old were locked away. How do you know, because you live right outside one of those dungeons. Something strong is starting to happen around the dungeon though. The terrain is changing and you don’t know why. Some thing it is a sign that the seals are weakening. But if that’s the case, who is supposed to stop them. You are tasked to find those heroes from one of the larger towns and are sent out with provisions, a map, a well wishes.

Notes: The obvious thing here is that the seal is weakening on the dungeons. The second obvious thing is that these are the heroes who are needed. But while the players will know that I know that and you know that, the characters wouldn’t. Why think that they are heroes when they just lead normal lives? And the in the big town, that is there real heroes live and fight in wars for kings and defend against assassins and cast amazing spells. This one steals form a lot of anime. I’m not going full Last Dungeon Town (etc etc) where they are super powerful, but they might find that city heroes aren’t what they think.

What’s the Next Step for this Dungeons and Dragons Campaign?

The next step is pitching the idea to the players. We spun up a Discord Server to share links and notes from the last session. So I plan to drop all of the options in there today with any tweaks that I want. And then the players will get to decide what campaign sounds the most interesting to them. If I ran a game for you, which one would you want to pick?

As the Dungeon Master, I like the idea of them all obviously. But I think that if I were a player, I like the sound of the first and the last the best. The other two feel more monster of the week whereas the first and last feel like they are going to lead to a more epic end. But let me know your pick on the Facebook post or down in the comment section below.

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Making Magic Items More Interesting https://nerdologists.com/2020/07/making-magic-items-more-interesting/ https://nerdologists.com/2020/07/making-magic-items-more-interesting/#respond Fri, 03 Jul 2020 16:28:13 +0000 http://nerdologists.com/?p=4516 In D&D, and other RPG’s, fairly often a special item is just something like a +1 sword, yay, you can hit better and do more

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In D&D, and other RPG’s, fairly often a special item is just something like a +1 sword, yay, you can hit better and do more damage, but not all that exciting. Every adventurer worth their salt has a +1 sword. The same for a ring of walking on water, okay, that one is cooler. But a lot of the times what players want, because of their practicality is the +1 weapon and the +1 armor. Those a great and fine for mechanically in the game, but not that interesting, and a +1 sword gets tossed aside when the +2 sword comes along.

So what can you do to make magic items still be useful but more interesting? There are several different ways you can do that, and it ties some into my Friday Night D&D that was also posted today, but you can name the weapon, make it sentient, make it cursed, give it unique properties, or let it evolve.

Named

The point of naming a weapon is that a +1 long sword isn’t that exciting, but Gregor Falhelm’s Long Sword or The Shadow Blade, those are interesting. Who is Gregor Falhelm and why is this sword known as that? That’s something the players can checkout. The Shadow Blade clearly has a lot of history with it as well. Now, they’ll still probably toss it aside when a +2 sword comes along, but in the mean time, you can have a quest for them to track down the history of the sword. Maybe Gregor Falhelm was a famed adventurer who was known for something and now the player will try and live up to it. Or The Shadow Blade is a weapon from a famed assassin that had belonged to a thieve’s guild years ago but had gone missing, and now that you have it and people have seen it, the thieve’s guild wants it back. The names can generate more story for you to play with and make it more memorable than just a +1 long sword.

Image Source: D&D Beyond

Sentient

Another thing you can do is give the weapon a personality. Allow it to communicate telepathically with it’s wielder. Maybe Gregor Falhelm died defending an orphanage and because of that his soul was attached to the blade and he can tell them about years ago or give advice when needed. Or The Shadow Blade because of all of the assassinations it has helped with and all the blood on it, maybe it has a dark personality that urges that player to kill. Again, only a +1 sword, no extra abilities, but now you have something more for the player to interact with. How do they deal with a sword that is constantly urging them to kill? Gregor Falhelm is interesting to listen to, but very long winded, what does the player think of that. Give it a unique personality so that the players get a memorable experience with that weapon and it’ll be more than just a +1 long sword to them.

Cursed

Cursing a weapon is always a fun surprise to pull to make it memorable as well. With a curse, make it something that is annoying but not game breaking. Maybe The Shadow Blade thirsts for blood and will cut the wearer if they don’t get blood on it otherwise. Maybe if they get too far away from it the cursed soul of Gregor Falhelm, because he couldn’t save the orphans and now it’s just a constant weeping that only the player can hear from the sadness and they have disadvantage to hit because Falhelm doesn’t want to kill anymore. There are a lot of negative things you could add to a magic item to make it more interesting. A wand of fireballs, but you don’t know where they’ll go. A ring of water walking that walks your feet along the surface of the water, but from the bottom side. Be creative with the negative affects because again, we’re trying to make things more memorable.

Unique Properties

Unique properties is one that is fairly tame, kind of like naming the weapon. Just give it something small or as big that it can do as well. +1 sword, well there’s a magical word to make it glow. Now you don’t need more torches, but the sword is more interesting. Or the word for the glowing sword is common so it’s possible that it could be triggered at the wrong time by anyone saying the wrong thing. One idea I had was a sword of reincarnation. If you died by that sword, within 7 days your soul would find a new body to go into, so you really aren’t dead, but you’re probably pissed that someone tried to kill you. That makes for a great story. It could just be that the +1 sword of Gregor Falhelm glows blue whenever an orphan is near. Or The Shadow Blade adds a mark for each person it’s killed on the blade and if it ever gets full something will happen.

Image Source: D&D Beyond

Evolving

Finally, make it evolve. Take what you’ve learned from above and make it get better along with the player. Now The Shadow Blade, which was just a +1 sword will start to grant a bonus for stealth the more the person kills with it, or when the player character hits level twelve, not only do they get a +2 to attack and damage now it gives a +2 to stealth and deception. Gregor Falhelm’s sword glows in the presence of orphans but the player can unlock what is basically the ability the detect evil with the sword once per long rest or once per short rest. The example I gave in the Friday Night D&D was to make Mjolnir. Don’t start off with this amazing hammer that the person can use to fly with and call lighting with, but start out with just a simple +1 hammer, eventually it does an extra 1d4 of lightning damage. Then the player can once per long rest do 3d10 lightning damage on an attack. Eventually at a higher level, at the start of combat the player can cast call lightning and either use it as a one off level 9 call lightning or it can deal and extra 3d10 on every successful attack. Mjolnir, then, which might have started out as at level one as just a regular war hammer could be for the final epic battle a hammer that grants the user flight (though technically it’s just throwing it and forgetting to let go), throwing it and it returning, +3 to hit, +3 to damage, call lightning at level 9 for a one time affect or call lightning at level 3 for an additional 3d10 lightning damage on every attack. You have the weapon evolve with the player and they don’t forget their their awesome weapon.

So there are a lot of interesting things you can do to make it more than just a +1 long sword or a +1 shield, or even a ring of water walking. You can create something unique and create unique situations for them to use it in. It’s silly for Gregor Falhelm’s sword to glow around orphans, but useful if an orphan is lost in a labyrinth and it glows brighter the closer to the orphan you are. So if you create something odd like that, use it in the story. That’s the other and really the biggest thing, none of these things will make the magical item stand out unless you use it in the story. The item being part of the story and important to the world is going to make it more memorable than anything else, so maybe The Shadow Blade is just a regular long sword with a +1, but if the thieve’s guild is coming after the players, it’s interesting.

What are some memorable magical items or moments with magical items in D&D or other RPG’s that you’ve had in a game? Do you use magic items a lot?

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Friday Night D&D – The Devil’s Maw https://nerdologists.com/2019/06/friday-night-dd-the-devils-maw/ https://nerdologists.com/2019/06/friday-night-dd-the-devils-maw/#respond Fri, 07 Jun 2019 13:21:06 +0000 http://nerdologists.com/?p=3210 We are back for our regular Friday special, looking at a grim world where hell has come to earth. But it’s not all bad or

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We are back for our regular Friday special, looking at a grim world where hell has come to earth. But it’s not all bad or is it?

A portal from the abyss has opened up a few generations ago in terms of humans, and probably pushing it for some elves if they were around when it happened. Obviously, crap hit the proverbial fan and the nations banded together.

Image Source: Troll And Toad

Now, there is a no way known to close to the Devil’s Maw as it’s known, but it’s turned the civilization into something that more closely resembles a steampunk world, but while there is some steam, it’s also based off of runic magic where they can harness different aspects of the Devil’s Maw to power the vehicles and contraptions.

The demons are also being held kind of at bay, but that’s still a fulltime job that the heartiest are recruited for. It’s a glamorous position, but not a long lasting one with the heat from the maw and the constant fighting. Meanwhile, the cities around the maw are the opulent places where the rich live and like to brush elbows with heroes who have survived fighting the demons.

I’m thinking that this is going to be a pretty rich world. With the world, I think there are a number of ways that you can do a story. The obvious choice would be that the demons somehow are slipping out and now the players have to deal with those rogue demons that are attacking from another direction or unexpected direction, and then try and plug that whole where they are slipping through.

Image Source: D&D Beyond

However, I personally think it would be more interesting to run a conspiracy sort of game. The players catch wind of some dealings that seem shady, but they don’t know how shady. Eventually, it would lead to something big where the players are finding out that the Devil’s Maw could actually be closed, but it would cause all the runic magic to stop working. So, is it worth, whatever the cost is to keep it open, besides keeping back the demon hordes? That would be the big question for the players before the last mission, probably some sort of infiltration mission.

This setting does have one interesting thing. With the runic magic, I personally think that you could create another wizard subclass or it’s own class where they use “magic”, but that magic is mainly done by creating runes. It would be an interesting playable character since that is going to be something that maybe you are known for it. I had at one point in time started developing my own class for it, but there’s still a ton of work to do with that, I should probably go back to it at some point in time and then release it somewhere. I’m also seeing what’s already available on the Dungeons Masters Guild to see if there are options or things that I can tweak for my game.

Anyways, what do you think of the game ideas and the setting? Is it something you’d be interested in building a game in?

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D&D Backgrounds: Hermit https://nerdologists.com/2018/06/dd-backgrounds-hermit/ https://nerdologists.com/2018/06/dd-backgrounds-hermit/#respond Mon, 18 Jun 2018 16:11:13 +0000 http://nerdologists.com/?p=2336 This is an interesting background to look at. Generally, as a player, I’d steer clear of it, unless you wrap your head around a strong

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This is an interesting background to look at. Generally, as a player, I’d steer clear of it, unless you wrap your head around a strong concept of why your character isn’t a hermit anymore? The most common way that people use this background that I see is by having a druid or some other nature loving class, have their nature being threatened, then they can come in to a village to get help. That is a good trope in a lot of ways because it gives the dungeon master a nice hook to sink into it for that character and that story. It also is a good concept for a druid build that can naturally be a little bit more stand-off to the real world, and it gives the option of playing a fish out of water.

Image Source: Wizards

What else can you do with a Hermit? You have an herbalism kit and you get proficiency with both medicine and religion. That in a lot of ways opens up a bunch of different options that I’ll explore below. But having medicine and religion allows you to go away from as nature focused a character, though most often that will be the direction that people lean. Here are some interesting background ideas that I have for a hermit.

Image Source: D&D Beyong


I’ve lived a long time, I’ve seen many things. My life was violence, then tranquility, then learning, then fear, I have seen it all. Now I have taken my seat, a place of rest, high above the lands where I can look down. They call me the wise one, though I have just lived more and am not truly wise. Those who seek my advice and knowledge must journey to see me, and I see them long before they get to me. From my vantage point I have watched the world change, and not for the better, I’ve looked into the horizon and seen a coming storm. My time to move has come again, but my body is loath to take up it’s old forms again. I have rested long enough though, when the time comes, I will be ready, so I make my way down the mountain to seek those who can join me in stopping the oncoming storm.

Class: Monk
Alignment: Lawful or True Neutral


On the walls of my hovel hang trophies of a different time. A time where I was not a simple hunter away in the forest, a time where violence tried to consume me whole. I keep them on the walls to remind me of the rage that can consume me, but I do not want to pick them up again. I’ve lived a long while on my own, and life has been peaceful, but now my blood is boiling again. The rage that I have sought to keep in check is spilling out again. My peaceful little world is not something that I can sustain any more, and I do not want to taint it with blood. I pick up my axe from the wall, and I know it is time as it feels right in my hands. I will take my axe, but I will not use it as an all consuming violence, I will instead use it to do what I can to help others. I am the oncoming storm, I pray that I will not break.

Class: Barbarian
Alignment: Chaotic Neutral
Comments: I really find this concept interesting, playing a character who is fighting against their own nature violence and trying to keep that in balance. Having them go off the deepend and then backing down in a future fight because they are worried it will happen again, that would be an interesting character. There’s also an Incredible Hulk like aspect to it.

Image Source: D&D Beyond


I have listened for a long time. I’ve listened to nature, to the voices of the gods on the winds, in the rain, and through the animals. I sought to learn everything that I could from them and to hear the words that they may speak. It was not easy being patient, but that is what I was called to do. Before, when I was at the temple, I was too impetuous and too ready to act and act without thinking, so I was sent out to find patience. I did not find patience at first, I was ready to leave within a day and say that I had found patience. But as I sat and waited, I saw how the trees and grass grew with a focused deliberation, how animals, even though they frolic, did not waste any energy or movement. I finally found patience in year three, but I was not ready to leave, so I stayed, it has been four more years now, and I do not want to leave. But through the winds, the rains, the trees, the animals, the gods have spoken to me. They have told me of a hidden knowledge, more that I must learn that they cannot teach me. So I must return to the temple, and from there I can go seek this knowledge.

Class: Cleric
Alignment: Lawful Good/Neutral


I’ve heard voices in my head for a long time. They talk to me and eventually I was able to understand them. I was young, and what they were saying sounded tempting. They offered power, fame, money, but I didn’t consider the cost. I got those things, but only for a short period of time as what the voices had me do quickly got the attention of those who were stronger than me and able to stop me. I had no choice but to run, the voices weren’t pleased, and they stopped talking to me. I stayed hidden away in hopes that they wouldn’t talk to me again and for a long time they didn’t. My powers stopped as well, but recently they started talking to me again, and I learned that there was something scarier than them out in the world. I had to make a new deal with them, but my powers are back and I guess it’s my job to help save the world or at least warn the world.

Class: Warlock
Alignment: Lawful Evil/Chaotic Neutral


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