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MoonHunter
December 25, 2007
Hits: 7587
Comments: 11
Ideas: 0
Votes: 4 / 4.000000
Black Christmas the Campaign    Articles  (Campaign)   (Game Mastering)

It is December 24th. People around the world are doing last minute shopping, traveling, and getting their work done. The world is filled with moments of joy and amusement as the world is desperately getting ready for a joyous holiday (or going to the movies or Chinese food w/ the family… depending on the tradition).

Then, the Gates open and the world changed. Mythics began to appear. However, out of the gates, yes those magical gates, out pours death and mayham into the Malls and Streets. They don’t have a name, nor do they give one. Some call them demons, aliens, or experiments; others just call them Monsters. The Elfs, they call them Grinches. 

Continued Below...

Michael Jotne Slayer
December 17, 2007
Hits: 3443
Comments: 10
Ideas: 0
Votes: 6 / 4.083333
PC's- Family and Friends    Articles  (Campaign)   (Players)

An article for GM’s and players alike upon the matter of the family and friends of the players.

Murometz
April 20, 2007
Hits: 9951
Comments: 22
Ideas: 23
Votes: 10 / 4.300000
Short and Sweet    Articles  (Campaign)   (Game Mastering)

Spare me your Epics!

MoonHunter
November 30, 2006
Hits: 13228
Comments: 6
Ideas: 2
Votes: 4 / 4.000000
Against the Storms - The Kerren Setting    Articles  (Campaign)   (Game Mastering)

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.

valadaar
September 15, 2006
Hits: 8012
Comments: 12
Ideas: 0
Votes: 8 / 3.625000
30 Curses    Articles  (Campaign)   (Gaming - In General)

30 Minor Curses

manfred
December 25, 2005
Hits: 9413
Comments: 13
Ideas: 5
Votes: 9 / 4.500000
One player campaigns    Articles  (Campaign)   (Game Mastering)

One player. One Game Master. Roleplaying in this way is slightly different than with a group.

MoonHunter
December 9, 2005
Hits: 5370
Comments: 9
Ideas: 0
Votes: 7 / 4.142857
I want a Battle of Pelennor Fields in my campaign    Articles  (Campaign)   (Game Mastering)

Did you, like me, sit in the cinema thinking “Now this is what I want to achieve for my campaign climax”? Did you sit around afterwords trying to figure out how? Well I did, and here it is.

MoonHunter
November 26, 2005
Hits: 6492
Comments: 12
Ideas: 0
Votes: 6 / 4.500000
Character Weaving    Articles  (Campaign)   (Game Mastering)

Do you understand Six Degrees of Seperation?

MoonHunter
November 10, 2005
Hits: 10377
Comments: 14
Ideas: 7
Votes: 5 / 4.500000
Starting a Campaign the MoonHunter way.    Articles  (Campaign)   (Game Mastering)

Starting a Campaign the MoonHunter way, what more is there to say?

MoonHunter
November 9, 2005
Hits: 6272
Comments: 10
Ideas: 0
Votes: 7 / 4.142857
It's midnight (GM time crunch)    Articles  (Campaign)   (Game Mastering)

Pieh asked:Its around midnight, you are scheduled to play some RPG at about 10am. All of a sudden you find out the DM is sick (sore throat, ect) and he knows you’re planning a game. The problem is you only have a world map. You don’t want to disappoint everyone by letting them show up with no game to play, what do you do?

MoonHunter
October 30, 2005
Hits: 10135
Comments: 7
Ideas: 0
Votes: 6 / 4.500000
Never Get Involved in a land war in Asia- Classic GM Blunder    Articles  (Campaign)   (Game Mastering)

You 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.”

MoonHunter
October 30, 2005
Hits: 11587
Comments: 9
Ideas: 0
Votes: 4 / 4.250000
Setting Up a Campaign Climax    Articles  (Campaign)   (Game Mastering)

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.

MoonHunter
October 30, 2005
Hits: 15025
Comments: 27
Ideas: 0
Votes: 15 / 4.566667
Getting players information... World Packs    Articles  (Campaign)   (Game Mastering)

World Packs are the ONLY WAY TO GO!

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Wet Faeries

       By: Murometz

Sages and naturalists frown at the common name given to these strange creatures by the small folk, but sometimes the silliest nicknames for creatures, places and people persevere in the minds of many. “Purifiers”, “Pond Jellies”, “Breath-Stealers”, “Lung-Ticklers” and “River Butterflies” are much less commonly heard appellations for these life forms. Wet Faeries are basically (and simply) a species of fist-sized, fresh-water jellyfish. Several traits steer them toward the peculiar category however. Firstly, Wet Faeries are nearly invisible in the water, much like their marine cousins but even more so. One can swim in a river swarming with these critters and not even notice their presence. Secondly, they possess the unique ability to clean and purify whatever body of water they inhabit. They do this via some sort of biological filtration process, sucking in all toxins present in the water, and releasing it back in its purest form. Needless to say, they are both a blessing and a curse to whichever folk dwell beside the rivers and lakes Wet Faeries inhabit. On one hand, no purer water can be found anywhere than a Wet Faerie lake or pond, and yet, in “pure” water “life” tends in fact to die out, lacking the needed nutrients to prosper. Thirdly, their “sting” is (unfortunately) virulently poisonous to all mammalians. Wet Faeries are loathe to sting anyone or anything, using their barbed fronds as a last line of defense, but if stung, most swimmers will suffer respiratory arrest, and die within minutes, usually drowning before they can make it back to shore.

Alchemists, druids, and less savory characters have studied these creatures over the years, and have predictably found all the ways Wet Faeries could be exploited. Morbidly humorous, some bards find it, that the Poisoners and Assassins Guilds as well as the Healer’s Union, all prize these creatures. The assassins use the extracted venom in obvious fashion, while the priests and healers use the still-living jelly-fish to sterilize other poison potions and to cure those already poisoned on death’s door.

It is known that a certain Earl Von Trumble keeps his vast castle moat stocked with Wet Faeries, the waters so clear that every bone of every one of his past enemies can be clearly seen on the bottom, twenty two feet below.

Encounter  ( Any ) | June 20, 2014 | View | UpVote 6xp


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