The journey of 1000 metaphorical miles begins with putting your hands on keys and typing away.
You can talk the talk, but can you walk the walk?
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
After reading a MoonHunter campaign write up, Captain Penguin Says, "THIS IS MADNESS! MADNESS!
This one of many articles I am posting up about game design. It explains some of the minimum requirements for a product to be produced or even be “good”. This is also useful for posts as well.
When my first born came into the world, my gaming life skidded to a halt. However, in a strange way, my gaming life continued.
My issue with modifying/removing dwarves and elves is that the PC’s may want to play them.
This is devoted to those common problems facing a GM. How do you get enough players? What do you do when there is a bad atmosphere within the group?
Everyone, please post those tips and tricks that come to mind. There is no one true solution. Different GMs, different solutions.
Pcs learn of high power magics that allow them to banish weapons and suits of armor to some 'elsewhere' place until such time as they need it. reduces encumberances, gets fewer questions, and when the PCs get jumped by thieves in the ally, they can summon their suits of full plate armor with weapons drawn.
Lesser powers would allow them to summon their weapons from another physical place, drawing them to their hands like Luke skywalker summoning his lightsaber on Hoth.