Our greatest glory is not in never falling, but in rising every time we fall.
Are you a friend of adventures that bring you closer to the ultimate truth, that help you to learn your world, and teach you a valuable lesson? Or at least provide you with useful means upon your further journey? Then, my friend, better stay clear of the following things…
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.
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.
Four maxims to remember at all times when creating a fantasy world.
Tyren isn’t just another world for players to RP in. No, this setting goes far, far beyond that.
I’m trying to think of alternatives for game-openings, to replace the standard “meet up in a tavern” or “adventuring group applying for a job” techniques. I know these can be easy ways to get people playing, but I’m certain there are more interesting ways…
Ever wanted to add a legendary artifact to your campaign, but you were worried about PC’s getting their hands on it?
Or you put the Legendary item in your game and the PC’s already managed to get it?
What to do, and how to fix it.
Players want their characters to be special, and a secret is one way to do it. It is also a way to better connect the character with the game world.
Sometimes, you just need a new plot.
Dreams are another way to announce the future, to add colour, to guide the characters or even mislead them. This is a scroll of various dreams.
One player. One Game Master. Roleplaying in this way is slightly different than with a group.
GM’s block is a serious problem in the roleplaying world. Related to writer’s or actor’s block, it prevents the GM from being creative and enthusiastic about their work.
This article is also know as World Building 1A.
I personally always recomend creating your own game worlds for your campaigns. It makes the game your own, rather than something you are just using. Most people will not run characters that other people create. why should game worlds be any different.
With first-time players, learning the rules may seem like a burden and rolling up characters can be glossed over. We used a new method for explaining the rules and creating characters which the Harry Potter-setting made possible and which I would recommend using in other adventures.
From Feudal Japan to the modern Pizzaria, you can learn a great deal about gaming from food.
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.
A little advice on magic items reposted from the Runebearer website.
On some of the islands off the coast, the rites of the local fertility god revolve around ceremonial death and rebirth. The religion's priests have overcome this cycle, however: Each of them is actually undead, ceremonially slain and "reborn"! Their religion is otherwise unremarkable, being an odd offshoot of the mainland's religions. The priests vow to resist their undead cravings, seeing these as the "cycle of life" attempting to reclaim their spirits.