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 very short piece
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.
In a good LARP it is desirable to separate the players out individually at some stage, because they are more suggestible and afraid when they are alone. Some form of individual challenge is probably the best way of doing this. One possible setting for this is a cave system, and it is probably one of the easiest to recreate realistically, and one of the most perfect for playing on fears of claustrophobia and darkness.
Although it can be a distraction, it can also add atmosphere to an adventure to have music playing in the background. Here are some pieces I’d recommend for different situations.
As a way of defining your character better
Most of you are probably wondering about this thread. It’s title is a little vague. It is about super hero/ meta hero/ comic gaming. This is a support submission. What I want here is organizations, meta-hero equipment, minor NPC, Extras, etc. I want things that will help in running a supers games, Modern, Pulp, and even Fantasy.
Some times the same old thing, be it a species or class or type of magic, just does not have that old spark. That is what these threads are about. They are re-imagined versions of the classics. An attempt to make them interesting and useful again.
Everyone wants to make a magic system for their game, be it THEIR GAME SYSTEM or another. So have fun and do it. Just a few things I want you to think of.
Music and Gaming, two great things that actually do go together. And movies show us how.
Have you ever needed to play out a scene that would of been embarassing to you or between your character and another that would of sucked up hours of game time leaving everyone else bored to tears? Scene Journals are your answer.
This is an article about designing and creating new weapons and armaments that are nonetheless realistic. If you’ve ever wanted to make your own unique medieval weapon for a campaign, this will hopefully come in handy.
Do you understand Six Degrees of Seperation?
If you are a GM you will frequently find yourself in need of quality allies and enemies for your campaign and find yourself pressed for time. Any old NPC will often not do. You want someone with a full conceptions and some history.
"There is something about the outside of a horse…that is good for the inside of a man."
I have to admit I HATE the number of casual magic items that appear in the average fantasy game, D20 being the worst. The amount of magic is being reinforced by the rules and the treasure chart. They are just “power ups” of the video game nature. They don’t add anything to the game except requiring bigger and badder bad guys.
A fight scene should be more than just rolling dice and counting numbers. It should be a chance for you to roleplay.
After reading a MoonHunter campaign write up, Captain Penguin Says, "THIS IS MADNESS! MADNESS!
Thunder and lightning is the sign of their shamans hunting and killing demons. Children's souls must be protected for their souls are not firmly in place yet and are easy for demons to take hold of. The shamans must hunt and destroy them and each break of thunder is another death of a demon hunting for souls.