I am a firm believer is that games and film have a great deal in common. Games are nothing but stories over time, just like movies. Visual narration is an important part of both. One should study films (or movies they like... darn that means I have to watch good gamer movies a couple of times...) to improve their own GMing skills.
Move plots lines are the best for gamers to adapt. Not only do you get a tested plot line, but you have a sense of the timing for events in the plot line.
Now this story is a classic. Any setting and many subgenres can be used for this one. Go to Comment
An alright plot though its Yojimbo roots makes it somewhat predictable and old. It doesn't help that our culture is overrun by countless Yojimbo clones; we know how this scenario plays out, even before the gameplay has begun (Yes, a good GM can use and abuse that fact, but that is beside the point). Go to Comment
There could be a lot of fun if someone diverted one of the rivers feeding the lake, or made a canal that would a good deal of the water to flow away.... or if an earthquake opened a canal to the sea...
Could make for a good plot - why yes, the water would be perfect to irrigate the BurntButtocks Desert, but we cannot scorch the world, now can we?
4/5 Go to Comment
A nice submission. A little mystery that will enrichen your world and make the PCs wonder. It'd be fun to watch the characters approach the farmers in the fields around yuletide, and not so fun if they decide to discover the cause. =) 4/5 Go to Comment
Neat! I kept expecting a natural solution for the lake's warmth, and in a way we got one. The leaves of mortal doings always have an impact in the world - it would make sense for a magic item to do the same. Go to Comment
Hmmm Locking the wheels of time... I need to build a scenario about that.
Click is not as intelligent or dominant as many of the older orbs. Being nearly 2000 years old, this simple "AI" has evolved into nearly a person. But he still does not do much until someone asks him to do it.
This item is the classic, gift horse you should of looked in the mouth. When you first get it, it just seems like a thief orriented magic item (or the kind of item an adventuring party without a thief, but needs a thief, should have). It seems too good to be true. Then you find out the catch is that a number of POWERFUL forces are looking for this seemingly innocent item. Once you realize the potential of your happy little magic key, you realize this terrible burden you just picked up. Now the players have to scramble to survive the onslaught. They also have to make some tough choices about who they want to give Click too, or where to hide it.
This ORB by the way, was not one I was planning on doing. Once I thought about it, I realized it had to exist. Go to Comment
This thing is DANGEROUS! You noticed? While Corvus surely would have created such a thing/person out of convenience, the item is ill-suited for most campaigns due to the danger it poses in any but molten-to-a-puddle state. Some things are locked for a reason, and some things MUST be free. Imagine someone locking one of the wheels of time... *shivers* a 4. Go to Comment
A small, enchanted chest, 2 feet on a side. It is of some dark wood with fantastical images graved upon it. Worn leather straps act as hinges and a simple toggle keeps it closed. Anything placed within it, with the lid closed, becomes accessible to anyone with one of the other 5 identical chests. Once it is taken out of any one of the 6, the chest is empty again. Perfect for passing messages or small items between widespread groups, such as ships at sea and their ports of call or generals on the field of battle.