Getting a campaign setting sourcebook published is for many game masters the ultimate dream.
Starships, Laser Beams, Computers, and Aliens do not Science Fiction make!
The research reported on in this essay seeks to understand more about the judgment that there is “the time for war” in the belief that only such understanding will enable us to more effectively constrain the use of warfare.
Quote: Alec_Shadowkin I am very much interested in learning how to go about getting something rp-oriented published. I know there are a few of you here who have been and I would be appreciative if you could explain what type of stuff has been published and how you went about getting involved with it, i.e. finding a publisher, etc…
Thinking about my game world and what should happen in it in the not so close future, I came to a simple decision: WAR. This is an article on the topic of war.
Traps need to make sense. Somebody must of made it for a specific purpose.
If you are a new member who found this thread by providence, read the advice, take it to heart, and post. These are collected posts that will help you understand the Citadel AND be more effective and efficient here.
CodexYou fell victim to one of the classic blunders. The most famous is “Never get involved in a land war in Asia.” But only slightly less well known is this: “Never go in against a Sicilian when death is on the line.”
More Viceral Tips for Horror Gaming!
This piece is dedicated to Captain Penguin
[VO: Vincent Price ]
There are things that go bump in the night. Things that will unnerve you. Things you should never meet. These are the things you are gaming.
Great drama is at the core of the Gaming Experience. The character’s can’t be fighting the destruction of the world every session (though that can be fun), but there is great fulfilment in the climatic scenes of a campaign or long term adventure. Every climax is not seen in terms of violence (though it is very common). The personal stories of PC’s and NPC’s should also have meaningful expression in adventure climaxes. Yet all Climaxes in a campaign have similarities.
Treasure is both the bane and boon of gaming campaigns. The purpose of all this was to bring up some more obvious, but often overlooked, types of treasure. The focus too often is on gold, gems, and magic items when the fun could be enriched by recognizing some awkward, but just as valuable, alternate items. Don’t pass up that ornately carved throne gathering dust in the lair of ogres. Don’t pass up that odd colored flower that your character has never seen. Take it all with you. You never know what you might get for it.
World Packs are the ONLY WAY TO GO!
Follow in MoonHunter’s Footsteps: 10 Steps to Better Posts MoonHunter Sayeth to do these and be a really useful member to this and other sites.
CodexIf you are new to the site, you might want to read this post.
Codex
I am always giving advice to various gamers on various game forums. I am constantly giving the same advice over and over again (cut/ paste repeat). Once a year I think about the advice and put together The List.
I am always giving advice to various gamers on various game forums. I am constantly giving the same advice over and over again (cut/ paste repeat). Once a year I think about the advice and put together The List.
I am always giving advice to various gamers on various game forums. I am constantly giving the same advice over and over again (cut/ paste repeat). Once a year I think about the advice and put together The List.
This is devoted to those common problems facing a GM. How do you get enough players? What do you do when there is a bad atmosphere within the group?
Everyone, please post those tips and tricks that come to mind. There is no one true solution. Different GMs, different solutions.
Excalibur. Stormbringer. Sting. I blame fantasy authors and history professionals that have over simplified things for this preoccupation with swords.