The TRUE origins of Magic, and dont even get me started on Prophecy.
So what is the difference between worlds and planets?
Was the treasure horde too large? Or the employer too generous? Ohhh, there are so many ways of depriving heroes of their more or less deserved wealth.
War is a constant in many RPG’s. I believe that I have done enough war based adventures and campaigns that I might as well share some ideas and open the stage for others to share their thoughts.
Radiation sickness is a serious matter and I wanted to address it after noticing it in a post. I have created 10 severities of exposure and detailed what happens during each.
The lowly Undead cannot be a true replacement for a living well-motivated workforce. But Undead do not tire, they do not have moods (well none worth marking), they do not require pay or lunchbreaks, and can work 24/7, if properly controled. So until activists start to fight for Undead rights, they are an interesting option.
Spare me your Epics!
A brief list of warship types and their identification
...and why they should be avoided like the plague.
Ancient Egypt, Land of the Pharaohs: What will you find among the eternal sands?
One of the most powerful tools found in the World Building 102b article is the Worksheet. Here is a place to put the settings you might make with them.
For hundreds of years colonist from Earth have lived on Kerren. They came to Karren to live a simplier peaceful life. A pity that dream never materialized.
Kerren is a world in an age of Saurians. Giant megafauna live among huge trees. Smaller saurians and giant insects live in their shadows. The Humans live in Clusters, walled cities usually along cliffs, to protect themselves.
Kerren is a world of little metal. The colonists expected resources to maintain a minimal level of technology. Those resources did not exist or were unobtainable given their tools. They adapted to the materials they had.
In short their life was simplier, but it was not peaceful.
Zhan are extradimensonal blobs that fall from rifts caused by electrical storms. Zhan infect living things, twisting them into rampaging monsters. If Kerren was not dangerous enough, now “things” roamed the lands.
However, the Colonists found allies on Kerren- The Dragons. Working with this native animal species, The Ryders defend their people. Riding their dragons they destroy Zhan as they fall before they can contaminate the world, remove Zhani monsters in Grey Zones, and wrangle Mega Fauna and Jumpers. Together with their Dragons, Ryders help build and maintain the colony.
Another year, another 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. These are this year’s ten most common pieces of gaming advice I have given out. They should be useful to you to some level.
As promised, the continuing tale…
Thoughts of the true Bard…
What kind of interesting Afterlife(s) do the people have in your game world(s), whether they believe in it or for real? Is there hell(s), or paradise(s), or something in-between? What happens when people die?
30 Minor Curses
In a fantastic world of magic, it can be assumed magic is in all living creatures to some degree, and a part of it is with concentration usable for magical purposes - humanoids are typically such users.
It is only logical, that for instance animals should have this magic, too.
Where will we be one day, and what will we believe? How will we consider the world around us, and the people? How will we treat the known and the unknown, and possibly other intelligent lifeforms?
Whether close or distant future, something will be similar, and something… is very likely to be different.
Our greatest glory is not in never falling, but in rising every time we fall.
Perhaps those that practice elemental magic begin to take on characteristics associated with their chosen element. For instance, an earth elementalist might be prone to agoraphobia, while air and possibly fire elementalists might have problems with claustrophobia. Water elementalists might always seek the path of least resistance. A fire elementalist might have a cat's opinion of water. This could also apply to physical differences. Fire elementalists might have a freakishly high metabolism and a permanently high body temperature. Water elementalists would probably never get dehydrated, but might slow down a lot when it's cold. Etc, etc.