Often PCs get on the wrong side of powerful users of magic or break into enchanted tombs, either may get them on the wrong side of a curse.
Many roleplays are set in a world where much of the land is held by barons and other nobles serving under the King or Queen. Sometimes the PCs may need to meet these nobles to ask for help in their Quest, at other times they may be caught for breaking the law and end up with their lives in his hands. Yet nobles are different;some may be good people who care for those underneath them and are loved in return, others may be unpleasent tyrantts hated and feared by their underlings, and still others a bit of both. With this in mind I present thirty nobles
You can have a world, you can have players. They might have even made characters that were so beautifully crafted that you cried when reviewing them. But if you don’t have a plot, your game ain’t goin’ nowhere.
Resurrecting an old thread in a new format, here we bring you News from the Real world, where you can submit news as it translates to your game world.
This is a great article posted on another site (who reposted it from another site, who took it from another), but I thought many would enjoy it here. It is The Lazy Man’s Guide for Constructing a Call of the Cthulhu Adventure, written by Sandy Petersen, original author of the Call of Cthulhu.
Weapons or equipment that is heavily relied on can be "named". Then the equipment begins to gain abilities beyond those of normal equipment. They might siphon off some of the experiances of their owners (1 to 5%) and level up on thier own. Could be an unintenitional way of creating artifacts. Ships could become sturdier or seem to just barely outrun the worse of a storm that would have surely sunk another vessle, swords could fumble less or resist dulling more, a farmers plow could turn stones aside easier. Anything that is depended on as much as an inividual can depend on as much as another individual could be "named".