A horror short story that was inspired by of one of my Kult rpg characters background. Disturbing content, adult language, graphic descriptions, and horrifying situations are contained within, reader discretion is advised.
How we finally made the First Contact.
Inspired by # 16 on Cheka's 30 Lizard-man Gifts in-work and Coley's Chart of O' Bashing Death. A gift from the lizard-men. A pet crocodile, as loyal as a dog.
Cramped crawl spaces, virtually all starships have them, and usually most players ignore them. Unless a nasty alien gets loose inside the ship, even many Gms don't give them a second thought..
Here are 30 other issues that could require some crawl space access and provide an interesting sub plot.
This humorous short fiction piece was inspired by a late night chat with a couple gamer friends about how alien cultures would possibly interpret some of the more "colorful" aspects of our society.
"Prophecy today is hardly the romantic business that it used to be. The old tools of the trade, like the sword, the hair shirt, and the long fast in the wilderness, have given way to more contemporary, mundane instruments of doom --the book, the picket and the petition, the sit-in at City Hall."
- Jane Kramer
A short story set in the Locastus universe.
Love and the pursuit of love makes up a huge part of a person’s life, but it is often absent from game-play. Love is also often seen as a player‘s choice, but in drama and mythology love is often something that grips a character and can inspire them or cripple them. Perhaps love should affect a character’s dice roles and perception of reality.
The beginning of the 21st century was marked by the leading world powers staking their claims to strategic resources. Foremost of the resources was petroleum. Each nation stated that it was willing to go to war to secure these vital resources. This was not an empty claim.
30 Orcish Ornamentations of Outlandish Awesomeness and Some Ordinarily Uninteresting Objects Overcome with Ogreish Opulence!
Save/Help the Halflings! They offer rewards. Material and otherwise.
Be it a cursed artifact, an angry god, a spell gone wrong, or bad luck, these are just a taste of the strange things that might befall a character.
Creating a specific Web of Intrigue for a social situation players will encounter can be a very strong aid towards immersing players in a social quagmire they will have to navigate. In this article I will articulate how I have created a web of intrigue for my current campaign, and how I plan to continue the trend.
In the art of several ancient kingdoms is was customary to stylize the monsters depicted. Even the most comely of elves would be drawn with too-pointed face and too-slanted eyes, to keep the up-standing human community of the kingdoms from thinking of the elves as being better than themselves.
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?
A short story I created in 15 days for NanoWrimo set in a fantasy setting.
Teens and Vampires, How to tell if your Son or Daughter has Fallen for One of the Undead
A Temple of the Sun Pamphlet
Being a Decepticon is a deep and personal decision, one not taken lightly.
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.
The Zombie Strain, as the infection was most commonly known, was actually identified as PrP-1174, a prion.
SeaClans: The six seaclans are Dolphin, Gull, Ray, Kraken, Shark, and SeaDragon. These totem animals serve as mascots rather than any deep symbol of the clan. These seafaring organizations are filled with land based saliors and fishermen. They ply the seas and deeper waterways. They function like guilds for ocean sailors
The clans have their own homeland. These people live on large floating rafts- human made islands, as well as vessels of all varieties docked to it. These wetfoots never set foot on land (or only do it for a few hours at most).
Rat Clan: This guild is nominally related to the seaclans. The Rats ply the rivers and marshes of the world, as well as do longshoreman work. The seaclans hold the self proclaimed "rat clan" in contempt and the officials see them as just a Guild of River saliors and longshoremen with a funny name. The Rats hold their title with pride and will take it out on anyone who gives them grief about it.