I’m trying to think of alternatives for game-openings, to replace the standard “meet up in a tavern” or “adventuring group applying for a job” techniques. I know these can be easy ways to get people playing, but I’m certain there are more interesting ways…
Ever wanted to add a legendary artifact to your campaign, but you were worried about PC’s getting their hands on it?
Or you put the Legendary item in your game and the PC’s already managed to get it?
What to do, and how to fix it.
Players want their characters to be special, and a secret is one way to do it. It is also a way to better connect the character with the game world.
Sometimes, you just need a new plot.
Dreams are another way to announce the future, to add colour, to guide the characters or even mislead them. This is a scroll of various dreams.
One player. One Game Master. Roleplaying in this way is slightly different than with a group.
GM’s block is a serious problem in the roleplaying world. Related to writer’s or actor’s block, it prevents the GM from being creative and enthusiastic about their work.
This article is also know as World Building 1A.
I personally always recomend creating your own game worlds for your campaigns. It makes the game your own, rather than something you are just using. Most people will not run characters that other people create. why should game worlds be any different.
With first-time players, learning the rules may seem like a burden and rolling up characters can be glossed over. We used a new method for explaining the rules and creating characters which the Harry Potter-setting made possible and which I would recommend using in other adventures.
From Feudal Japan to the modern Pizzaria, you can learn a great deal about gaming from food.
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.
A little advice on magic items reposted from the Runebearer website.
This is more an overview of the subject, than a complete article. As one of my PCs had pottery in background, I tried to research it a bit, but given up after seeing way too much data.
Falconry or Hawking is the sport of hunting with a trained bird of prey, usually a hawk or falcon. It has been practiced by a number of cultures through out the centuries.
Did you, like me, sit in the cinema thinking “Now this is what I want to achieve for my campaign climax”? Did you sit around afterwords trying to figure out how? Well I did, and here it is.
Let’s face it. GM’s need to be organized. When dealing with organization, one should look towards business… as an efficient business is a more profitable business.
Every kind of gamer has the dark potential to disrupt the game if they take their natural interests to extremes. Roleplaying, taken to extremes, can destroy a campaign for a troupe just as easily as any power gamer, rules lawyer, or munchkin.
Every kind of gamer has the dark potential to disrupt the game if they take their natural interests to extremes. The most common and dreaded extreme is the Power Gamer.
A standard roleplaying environment: the tavern. This is another easy one to create in your own home, providing you have a large enough group of roleplaying friends. Let us assume your PC group is no larger than five, and that the rest of your friends can be NPCs. Let us also aim for an exceptionally seedy and unscrupulous city tavern.
The heroes have destroyed the minions, plunged through the catacombs and defeated the guardians. They slowly enter the chamber to find the dark mastermind behind the scheme. The mastermind has a request for them, however:
"You must destroy me. To destroy me is to rid the world of a great evil, that is to say, me. But before you can destroy me, you must understand what evil is, what evil must be, why evil must exist."