Aside from whatever magical properties armor and weapons has, most items function in only a few different ways. That’s not the case with slotted items in Diablo 3. Creating slotted items and armor in your tabletop games is a great way to add customization, and doing so can be as simple as adding the slotted descriptor to items.
Ah, treasure pygmies. Here’s another bit of Diablo 3 that any fun-loving group of gamers should readily enjoy at their tables. Inserting a treasure pygmy into your game should be effortless, provided you have ample means of whipping up a stat block for one. So, what is a treasure pygmy? Well, it’s basically exactly what it sounds like . . . and a lot more.
A treasure pygmy is a small impish creature. They have often been referred to as being a treasure goblin, but it is unclear what species of creature they actually are. They have a wide range of skin colors but are typically green-brown with golden tones and highlights that give off a faint glow. Large eyes that shine with the reflectiveness of polished obsidian dominate their oversized heads. Large and somewhat conical ears flank their batlike facial features and serve as their first and primary detection method for escaping capture or harm.
Adventure hooks are those little clues that DMs drop here and there to attract characters to particular adventure areas, usually the ones the DM has invested considerable time and energy into detailing. They can take many forms (more on that below), but what’s important is that they tantalize the players enough to whet their appetites for more. Adventure hooks are the carrots that get players to pull the cart of the campaign along a path of the DM’s choosing.
Some DMs are blessed with players who go wherever the DM suggests they go, in accord with an implicit player/DM compact and a great deal of trust that the DM won’t steer them down the broad, straight path to Hell. Other players constantly tug in their own direction, oblivious to the DM’s desires. They might be actively trying to throw the DM off balance or just being contrary.
In this series of articles I’ll be bringing elements from Diablo 3 to you for use in your tabletop game. Although the material is mostly D&D-centric, I’ll speak as generally as possible and avoid specific mechanical speech when at all possible. I do hope you enjoy!
My first efforts as a DM were with published D&D adventures: D1–3, Descent Into the Depths of the Earth, Shrine of the Kuo-Toa, and Vault of the Drow. We bombed through the series in two marathon sessions.
Those adventures produced great moments and great memories. I still shudder, however, when I think about some of my rookie DM mistakes.
Most of my errors came from a lack of preparation. I made the mistake of believing that because I had page after page of professionally produced adventure material, my work was already done. I’d read the adventures beforehand, but not in great detail. I had the gist of it and assumed the rest would flow naturally from quick checks on the fine points during play.