The second session is where the fun begins.
The door to the building is open, but inside is nothing but darkness. The lights are out: What do you do?
So you’ve finally done it. With the best of intentions all around the table, your PCs have finally blundered into the blender like curious gerbils, and now they are hopelessly outnumbered and outgunned. They are doomed, unless you unleash Secret GM Gambit #4 on them.
Bob and Alice are being chased by something/someone dangerous. They move into a new area, and the pursuit suddenly is nowhere to be found. What does the pursuer know that our heroes don't?
A short, simple, rough RPG that I wrote for fun. I've only played it a couple of times, so any feedback on how it works would be much appreciated.
A few ways to handle PCs navigating a maze within your games.
Quick effective tips on making adventure design and gming a little easier.
This is where the citadellians share and collect our tales of playtesting each others submissions.
Although it can be a distraction, it can also add atmosphere to an adventure to have music playing in the background. Here are some pieces I’d recommend for different situations.
Music and Gaming, two great things that actually do go together. And movies show us how.
The weather is something that everyone always notices and talks about, but can’t do anything about. It is an important part of everyone’s life, yet it seems to be ignored in games. And everything important in a game is best thought of as a character of some sort.
Running a Game, the MoonHunter way. It is pretty bare bones, but it is pretty self explanatory.
More Viceral Tips for Horror Gaming!
This piece is dedicated to Captain Penguin
In the far reaches of a long-lost wilderness, there stands a forgotten town inhabited only by children. Though they appear normal enough, their eyes burn with madness, and they speak in a foreign, archaic tongue. Nearly a millenia ago, a powerful spell had gone awry, or maybe it had succeeded - in any case, it ended up blessing, or cursing, an entire generation of children with agelessness. However, as the centuries passed, the children's parents grew old and died, the buildings of the town crumbled to earth, and even the civilization itself faded into history, becoming lost to time. All that remained were the children, driven mad by the psychological toll of living for hundreds of years beyond their age. In time, most children died, killed off by fighting amongst themselves, while many others were driven to suicide. Only a small handful remain, and they are a strange people indeed.