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.
In the game of paranoia, the damage tables for falls lists heights up to ‘orbital’
You just lost The Game.
Have you ever been in a position where you needed a quick break but your players were too ancy to break as well?
A small piece about roleplaying seen trough philosophical glasses. Might inspire something in your way of GMing or might remind you of something you allready knew.
What is required of a weapon before it can be considered magic? This article uses a few "old school" guidelines to hopefully provide us with a fresh look on the question.
Literally, Campaigns are like plants. They can only grow if the conditions are right. The GM must plant them in the correct place and right environmental conditions (i.e. the players must like the ideas behind the games and be willing to play in them). Just like the gardener must prepare the soil and growing environment, the GM must create the basics of the campaign before play.
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.
After reading a MoonHunter campaign write up, Captain Penguin Says, "THIS IS MADNESS! MADNESS!
When my first born came into the world, my gaming life skidded to a halt. However, in a strange way, my gaming life continued.
The extra-planar citadel of Ansern is named after its mage-founder. Ansern discovered the means to traverse the planar gulfs and created the citadel as a haven for his disciples in the art of planar-exploration. The disciples of Ansern continue his work and explore the countless worlds opened up to them by the work of the mage. They are cataloguing everything they discover in preparation for the greatest volume ever written: the Mondopedia, a book detailing many of the worlds. But the countlessness of the planes means that their book will never be finished.