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Inventing Languages
Articles  (Rules and Advice)   (Game Mastering)
Dossta's comment on 2011-01-18 12:50 PM
The two fingered V sign is known as the "Archer's Salute" when the palm was facing outwards and was not a vulgar sign, merely the archer's acknowledgement that he recognised the approaching soldiers as friendly or neutral and would not fire on them.

The "Archer's Rebuke" is the reverse of the sign -- two fingers up with the palm facing inwards. While this can be interpreted as a pair of spread legs, it supposedly originated at the Battle of Agincourt. According to legend, the French claimed that they would cut off the arrow-shooting fingers of every English longbowman after they won the battle. However, the English carried the day and the longbowmen gave the Archer's Rebuke to mock the French, showing off the fact that their fingers were still intact.

Adding bits like this to a fantasy setting can deliver a rich payload. As long as the gesture is fairly logical, it can really add color and believability to any language. Having the PCs unintentionally insult someone with their body language could also be fun. Go to Comment
Inventing Languages
Articles  (Rules and Advice)   (Game Mastering)
Dossta's comment on 2011-01-18 12:52 PM


How could I not give this sub a 5?  As manfred already said, this is absolutely insane, but in a good way.


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Lights, Camera, Action
Articles  (Rules and Advice)   (Game Mastering)
Dossta's comment on 2010-09-17 05:45 PM
This takes a large, possibly daunting task (planning a campaign) and breaks it down into manageable chunks. Very helpful for new GMs, and I plan on using this on my first campaign. I would definitely like to see some sample cue & riff cards. Go to Comment
Swords. Why does it always have to be swords?
Articles  (Rules and Advice)   (Game Mastering)
Dossta's comment on 2011-01-11 05:59 PM


Can't touch this . . . thread.  Seriously, though, this is a marvelously thought-provoking article.  When I have a few minutes of prep time to spare, I'll aspire to pimp up more of my low-level magic items.


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The Dungeon Masters
Dungeons  (Underground)   (Style)
Dossta's comment on 2010-11-18 12:46 PM


I'm not a big fan of the reality TV show concept myself, but I can easily see these beings as demons or lesser-deities.  My guess is that the challenge would be to design a dungeon which the other DM could try to crack with their own set of personal heroes.  Each DM would have their own "style" -- one loves dragon-motifs and cults, another loves puzzles and nigh-impossible traps.  And a third designs dungeons that are swimming with undead and unspeakable horrors!  When your adventuring party cracks another DMs latest design, you win.  But if your players bite it . . .



The only problem would be in the spawning of monsters and creation of other baddies to populate your dungeon, without at least some god-like abilities.  Perhaps the DMs have to lure the monsters in with food or ideal habitats, or spread rumors around a local village to encourage the formation of a cult within the "ancient" temple . . . I would have to think about how much I'd limit their powers.



Spawning tons of ideas, which means that this is a fantastic post, and the previous comments are all equally thought-provoking.  In fact, I will be using this in a game soon -- it's perfect for one I'm running right now.  5/5


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Frieze Door Trap
Dungeons  (Other)   (Doors)
Dossta's comment on 2013-06-05 11:30 AM
Like the part about the smoke belching from the nostrils & mouths of the various creatures -- it's a nice artistic touch that would appeal to the sensibilities of the one designing this thing. Go to Comment
Fungus Gardeners
Society/ Organizations  (Agricultural)   (Area)
Dossta's comment on 2013-06-03 11:23 AM
The only suggestion I have for improvement is "expand on this!" I love the Kheliaa Fungus and its roll in apprenticeship and research, but I really would like a more expanded list (even just 2-3 more) of the various funghi these guys cultivate in secret. That would really kick it up to the next level for me.

Very glad that this was linked to recently, else I may have never found it. Go to Comment
Fungus Gardeners
Society/ Organizations  (Agricultural)   (Area)
Dossta's comment on 2013-06-03 11:27 AM
Nvm -- I tend to read base subs before derived subs, and found that Elbin is doing just that with his Specialized fungus cultures sub. Still, awesome see idea, manfred! Go to Comment
An ecological dungeon
Dungeons  (Underground)   (Ecology)
Dossta's comment on 2013-03-15 06:04 PM
In addition, they may provide a lost party with some valuable direction. Bats often leave their caves to hunt in the open air come nightfall, so a party could conceivably try to follow a group of bats leaving for the night. The exit hole may be too small for humans, however, and may need to be widened. Go to Comment
An ecological dungeon
Dungeons  (Underground)   (Ecology)
Dossta's comment on 2013-03-15 06:29 PM
Nice codex, but it could definitely be expanded. I know that a lot of monsters wouldn't necessarily fit into a normal cave system or dungeon, but adventuring parties rarely bother with "normal" caves. What kind of monsters *could* survive in this environment, without breaking the ecology you've established?

I think that's why Tolkien's goblins and trolls made so much sense. They were smart, resourceful, and fully capable of exploiting their environments to eke out a living. Dragons and other large reptiles might work, but only if they were warm-blooded and able to hunt frequently (or could easily exit the cave system to hunt). Smaller reptiles, amphibians and even fish could thrive in such an environment, but without a source of light their eyesight would likely be poor, and without heat, their movements sluggish. Go to Comment
Never Get Involved in a land war in Asia- Classic GM Blunder
Articles  (Campaign)   (Game Mastering)
Dossta's comment on 2012-06-18 01:43 PM
A very good list of reminders and common pitfalls. There is a lot that I agree with here, and only a few things I don't. Knowing the rules, for example, is important. However, you shouldn't feel like you can't GM until you know all of the rules stone cold -- that is impractical for some of the more technical systems, and may make you reluctant to ever try a new system. Instead, know all of the BASIC rules (basic combat, character creation and social rules), and make a point to at least read through the more complex stuff once before you start gaming. That way, you'll at least know where to go when the more specific stuff comes up (bookmark your sourcebooks or take notes if you need to!). Go to Comment
More Boo!
Articles  (At Table)   (Gaming - Genre)
Dossta's comment on 2010-10-26 12:19 PM


I preferred your original BOO! article, but this one still contains some gems.  It's weird -- I don't normally even like horror as a genre, but reading these two articles has got me itching to give it a go, at least once.  Maybe that's because, as the GM, I will be in control of the situation and thus removed from many of the effects.  Interesting . . .


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BOO!!! Horror effect in a game...
Articles  (Resource)   (Gaming - Genre)
Dossta's comment on 2010-10-26 11:55 AM


This article has made me entirely rethink a level of the dungeon I'm planning on running my players through next week.  While not a horror campaign, I can still use some of these points to amp up the atmosphere at the table.  Thanks for the tips!


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Treasure. It happens
Articles  (Character)   (Game Mastering)
Dossta's comment on 2010-10-08 12:47 PM


To be honest, I find the idea of turning an RPG into a market sim to be . . . distasteful.  Yes, treasure can be unique and interesting.  Yes, we should know how the market will react to said interesting treasure should the players try to pull something like this off.


However, when I describe a forest that "burbles with the sound of a clear spring-fed stream, flowing between rows of trees that grow perfectly straight as the sweet scent of rare, golden flowers permeates the air", I don't want my players to be thinking about how they can sell it all.  Perhaps I'm being unfair, but it seems to me that encouraging this behavior would only detract from the game.  If anything, I would use the contents of this post to make it as hard as possible for my players to find buyers for their plundered draperies, candlesticks, doorways and stained glass windows.


This is not to say that treasure should all be gold coins, jewels and the like.  I just don't want my world turned into a giant flea market, in which every stone, every flower is judged by its market value.  This is still a very well-written, well-presented article, and I appreciated the read.  Even though I disagree with the premise, it gave me a lot to think about.

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Follow in MoonHunter's Footsteps: 10 Steps to Better Posts
Articles  (Resource)   (Gaming - In General)
Dossta's comment on 2013-06-06 05:22 PM
Useful, yet still respectful of an author's feelings. Glad someone wrote this. Go to Comment
Five Best Tips for Posting on Strolen's (and Other Places)
Articles  (Resource)   (Gaming - In General)
Dossta's comment on 2012-07-16 06:53 PM
Concise and to the point. Thanks for the saying what needs to be said! Go to Comment
MoonHunter's Top Tips for 2003
Articles  (Rules and Advice)   (Gaming - In General)
Dossta's comment on 2013-05-08 11:30 AM
A solid list of advice. I think this is one of the very first articles I ever saw here -- and probably one of the ones that convinced me to stay. It's not rocket science and it's not terribly original advice, but it's clear and VERY helpful to a new GM. Thanks for posting this. Go to Comment
The Diamond Desert
Locations  (Area)   (Desert)
Dossta's comment on 2012-04-12 03:13 PM


This is a great sub, with lots of vivid imagery and a very believable ecosystem!  The only gripe I have is that you included "sand-worms", which by this point are so overdone that they actually detract from a setting (in my opinion).  Still, I love to imagine the shifting "sands" of semi-precious stones, glittering in a kaleidoscope of color under the sweltering sun.


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Dalme The Tinker
NPCs  (Major)   (Knowledge/Lore)
Dossta's comment on 2010-09-26 10:57 AM
I read this one before registering for the Citadel, and am coming back to add my vote. Well done on this! A nice way to sew misery, pettiness and despair -- the kind that the PCs would love to fight, but has no clear source.

4/5 Go to Comment
Of Roses and Thorns
Plots  (Duty)   (Multi-Storyline)
Dossta's comment on 2010-11-10 11:02 PM


Fine plot, with a totally unexpected yet thoroughly entertaining debate in the comment sections.  I don't personally enjoy neo-feminist villains as they are usually one-dimensional and trite, but this was well-written.  I enjoyed the "master" plot of the witch's resurrection.

 


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