The door to the building is open, but inside is nothing but darkness. The lights are out: What do you do?
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.
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?
A short, simple, rough RPG that I wrote for fun. I've only played it a couple of times, so any feedback on how it works would be much appreciated.
A few ways to handle PCs navigating a maze within your games.
Quick effective tips on making adventure design and gming a little easier.
This is where the citadellians share and collect our tales of playtesting each others submissions.
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.
Music and Gaming, two great things that actually do go together. And movies show us how.
The weather is something that everyone always notices and talks about, but can’t do anything about. It is an important part of everyone’s life, yet it seems to be ignored in games. And everything important in a game is best thought of as a character of some sort.
Running a Game, the MoonHunter way. It is pretty bare bones, but it is pretty self explanatory.
More Viceral Tips for Horror Gaming!
This piece is dedicated to Captain Penguin
THE GNOMES OF UDNALOR: Part II
Having left the hush of the upper halls, and crossed the depths of the Braeth (an underground river, which is not all that deep because bear in mind we're talking about gnomes here), you would find yourself in Wattling Street, the main road through Udnalor. It's actually a long, well-worn passageway which opens out eventually into the City Centre. The gnome-buildings branch off Wattling Street as small burrows or caverns with boulder-blocked doorways for privacy. You can find armourers and smiths (though their armour tends to be on the small side for humans to buy) and many other types of trader.
There are many streets, ginnels and cooies which run off Wattling Street, the most famous probably being Smell Street, the domain of the infamous gnomish alchemists, the eponymous smell being very distinctive: the stench of cooking fungus, the aroma of subterranean spices, the pungent reek of rotting carcasses (used in some of the more notorious experiments). An encounter with an alchemist can really be spiced up (excuse the pun) if you have a well-stocked herb cupboard, and actually make up the potions, elixirs and draughts as they are ordered by characters.