"Don’t think for a minute just because you’re “go’in commando” it’s going to improve your gun skills or our chances of gettin out of this alive.” -Jessy Hannaford, commenting on Heather’s lack of undergarments.
“Cheap talk from the guy wearing *my* panties on his leg.” -Heather Wilks, pointing to her makeshift bandage adorning Jessy’s leg wound.
“On second thought I might just get ‘mself a preachers collar and a rabbi cap, jus in case.” -Jessy Hannaford discussing the “spray and pray” method of full auto fire with Riley.
“You’d better bring a bible for your last rites as well, and shovel, ’cause if your “friendly fire” comes within spitting distance of me or my pups again, I’ll bury your grizzled, dehydrated, jerky lov’n ass on boot hill!” -Heather Wilks, still fumed about Jessy’s last full auto experience almost killing her.
“I see why they call her a hound master now, that gals one right bitch most’a the time.”-Jessy Hannaford’s quiet observation spoken to Riley.
“A road trip? In this mess that used to be America? Yer outta your minds, I’d rather sleep with a rabid porcupine!” -Phil McGuire Ranch Hand on the Happy Trails Horse Ranch when asked about coming with the group to find a safer haven up north.
A Dead Reign zombie apocalypse campaign synopsis, Session #1 of 32.
A few quick and techniques any GM can use to make a zombie apocalypse campaign a success without becoming to stressful or repetitive for to run over the long term:
Learn how to apply one of screenwriting's most effective tools to your own campaign, for a game with better pacing and solid endings.
When photons bounce off your subs and into my retinas, this is how my headmeats give me numerals.
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.
Everyone dies. But delaying that impending sentence is the holy grail. Science, scorcery, and wishful thinking do all in their power to bestow such delays. Be your deeds pure or evil, cheating death is neither easy nor reliable.
A collection of everyone's current characters!
snagged from a tweet, what are seven things you've learned about writing in general, writing for gaming and gamers, or for the citadel?
After seeing the [My First Character] thread a while ago and it newly popping up in my inbox for some reason, I thought I'd add a scroll where players could share their introduction to roleplaying.
Wanderers beware, these gates open not,
Except to those only who the way have bought.
You may purchase the right to pass me by,
By each guessing my riddles. Care to try?
And the walls came tumbling down...
Letting one of my players encounter a Raccoon might have been a bad idea... (now with PC summaries written by their respective players.... if everyone does it)
Get ready, a great deal happened.
Interrogating the suspects doesn't go as planned.
My commentary and thoughts on the session we played tonight.
My commentary and thoughts on the campaign I started tonight.
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?
While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.
The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.
The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.