I like this article. I found it amusing and light with usable ideas. Is there any work on ideas for players to use to stall an adventure so they can take a break? I know everyone can really get wrapped up into a game, and no one wants to take a break in the middle of the action just because one of the other players needs to run to the bathroom.
I've missed out on some fun gaming sessions because I needed to take a break. I know stopping the game would not have been fair to the other players when the action is getting intense, but some players may have to bow out for several minutes, or fifteen if they have medical issues.
I can see this taking on a life of it's own. Literally. As Valadaar suggested, what if someone animated the beard?
Or if there was a parasite that mimicked the Beard of the Magus in appearance? It could feed off of the host's energy.
Beware of the Beard.
I was not sure of how this piece was going to be received when I posted it. It is a pleasant surprise to come back several years later and see that people like it. Thank you. It makes coming back to the Citadel easier after being gone so long.
I have missed all of you and look forward to rejoining the community.
I have experienced the game enhancing nature of music while gaming. During one of the long running campaigns by Scrasamax, the other players were overwrought by the death of a beloved NPC and very nearly demanded a funeral service to be played out. It took some planning, but when the game resumed, there was music and crying.
The music was Ghost in the Shell soundtrack. "M01 Chant I - Making of Cyborg" – 4:31
There was a memorial service for the NPC, several PCs got up and spoke. There was a funeral procession, and one of the PCs even made a special crafted adornment for the NPCs crypt.
It was an interesting night to say the least. The music made it even more memorable.
Instead of CDs, the music was played on the nearby computer via Napster.
I find this thread to be very useful. It also gives more insight to the GM I know. As a player, it was easy to get wrapped up in the game and not understand how much effort went in to making it work. There were even game sessions on the fly. And there were spin-off games to the main game plot. When a few members of the group got together (an unplanned gathering) and wanted to play, we had secondary characters and plots that ran beside the main game. And when the main group got back together, sometimes we ran into the mess left behind by our other characters.
It was a lot of fun. But not easy.
And when there was a breakdown in the group, the GM handled it well. The game continued on, and eventually the group would get over whatever issues had cropped up. Then, the groups would merge back together and continue on. We would have new things to talk about, like some of the things we had encountered while seperated. It gave the game a deeper, richer enviroment to play in.
And we learned how to adapt to the diversity of the group.