When was the last time you truly used, focused on, for any significant length of time, your imagination; your active, conscious, willful, artistic creativity, to get back in touch with that ability to appreciate the wonder that you yourself can create and bring forth, all from within yourself? Were you ever able to do that? Did you ever do that? Can you still do it? Do you do it when you game, as player or GM? Will you do it? Could this be missing from a lot of the newer, younger RPG'ers of today?
The greatest book ever written! HA-HA!
Inspiration comes from strange places
Laser Pistol: "Sears $49.99"
Moonhunter ~ commenting on guns versus swords
An article that debates the matters of childhood in fantasy RPG’s in relation to the Player Characters.
This feeling grows inside you, this feeling like an eternal flame. Something that makes you want to wake up in the morning, but one that wont let you sleep.
You just lost The Game.
Have you ever been in a position where you needed a quick break but your players were too ancy to break as well?
"Yes, my kung-fu is strong. You wouldn’t believe how hard it is to learn this style…"
The TRUE origins of Magic, and dont even get me started on Prophecy.
So what is the difference between worlds and planets?
...and why they should be avoided like the plague.
Have you ever looked at a game in progress and wondered, "i dunno wat this is about."
Allow Moonhunter to posit an answer.
What’s in a Vote?
A small piece about roleplaying seen trough philosophical glasses. Might inspire something in your way of GMing or might remind you of something you allready knew.
What is required of a weapon before it can be considered magic? This article uses a few "old school" guidelines to hopefully provide us with a fresh look on the question.
D’hui said, “What is “homebrew”?
Literally, Campaigns are like plants. They can only grow if the conditions are right. The GM must plant them in the correct place and right environmental conditions (i.e. the players must like the ideas behind the games and be willing to play in them). Just like the gardener must prepare the soil and growing environment, the GM must create the basics of the campaign before play.
One of the most heated topics in gaming is the arguments about player character death. Should the GM and the Players be antagonistic with each other? Should the results lay like the dice? What about story continuity and the investment in time and effort into the characters. Everyone seems to have strong opinions about this.
The journey of 1000 metaphorical miles begins with putting your hands on keys and typing away.
A small, primitive village has yet to discover fire, which is a good thing because there are highly flammable (but not otherwise dangerous) gasses in the air. The heroes, blissful in their ignorance, don't know that and think it a wonderful idea to show the locals open flame.