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ephemeralstability
November 10, 2005
Hits: 13892
Comments: 14
Ideas: 9
Votes: 7 / 4.857143
Inventing Languages    Articles  (Rules and Advice)   (Game Mastering)

Language is an essential part of any culture. Culture wouldn’t exist without some form of communication, and humans communicate by speaking. But the connection is deeper even than that. The language helps to define the culture which uses it, and is in turn affected by that culture. This dynamic process is what keeps a language “alive”: Latin is a dead language because the culture to which it belonged no longer exists.

MoonHunter
November 9, 2005
Hits: 5902
Comments: 11
Ideas: 0
Votes: 7 / 4.000000
Running a Game, the MoonHunter way    Articles  (At Table)   (Game Mastering)

Running a Game, the MoonHunter way. It is pretty bare bones, but it is pretty self explanatory.

MoonHunter
November 9, 2005
Hits: 8249
Comments: 13
Ideas: 5
Votes: 4 / 4.375000
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: 5086
Comments: 10
Ideas: 0
Votes: 7 / 4.214286
Lights, Camera, Action    Articles  (Rules and Advice)   (Game Mastering)

What makes great entertainment for Gamers? Movies. They love action movies, even if their favorite pastime is reading books, writing websites, learning ancient languages, or gaming like madmen. If you pattern your games and campaigns after movies, you are sure to have an entertaining game.

MoonHunter
November 9, 2005
Hits: 5261
Comments: 8
Ideas: 0
Votes: 5 / 4.400000
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
November 9, 2005
Hits: 11018
Comments: 45
Ideas: 0
Votes: 11 / 4.409091
Swords. Why does it always have to be swords?    Articles  (Rules and Advice)   (Game Mastering)

Excalibur. Stormbringer. Sting. I blame fantasy authors and history professionals that have over simplified things for this preoccupation with swords.

manfred
November 9, 2005
Hits: 6700
Comments: 10
Ideas: 6
Votes: 9 / 4.555556
War is coming!    Articles  (Resource)   (Game Mastering)

Thinking about my game world and what should happen in it in the not so close future, I came to a simple decision: WAR. This is an article on the topic of war.

manfred
November 4, 2005
Hits: 6557
Comments: 10
Ideas: 0
Votes: 8 / 3.812500
How A Trap Should Really Be Put Into An Adventure    Articles  (Scenario)   (Game Mastering)

Traps need to make sense. Somebody must of made it for a specific purpose.

MoonHunter
October 30, 2005
Hits: 8733
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: 10484
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.

Strolen
October 30, 2005
Hits: 6316
Comments: 14
Ideas: 0
Votes: 12 / 4.083333
Treasure. It happens    Articles  (Character)   (Game Mastering)

Treasure is both the bane and boon of gaming campaigns. The purpose of all this was to bring up some more obvious, but often overlooked, types of treasure. The focus too often is on gold, gems, and magic items when the fun could be enriched by recognizing some awkward, but just as valuable, alternate items. Don’t pass up that ornately carved throne gathering dust in the lair of ogres. Don’t pass up that odd colored flower that your character has never seen. Take it all with you. You never know what you might get for it.

MoonHunter
October 30, 2005
Hits: 13422
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!

Ancient Gamer
October 27, 2005
Hits: 30169
Comments: 23
Ideas: 13
Votes: 7 / 4.714286
Loot and Rewards    Articles  (Rules and Advice)   (Game Mastering)

Some GMs, and the computer game industry too, seems to think gemstones, gold and magic weapons are the only way in which to reward the players. Most experienced GMs know this isn’t true, so I created this thread here to let us remind each other of the different alternative rewards a player can receive, and to have a place where ordinary item descriptions can be posted.

MoonHunter
October 24, 2005
Hits: 9344
Comments: 21
Ideas: 2
Votes: 11 / 4.590909
World Building 102: Environment building the MoonHunter way    Articles  (Setting Building)   (Game Mastering)

Game environments are not built with a ruler and some tape, they are built with imagination and an understanding of what is needed to make the game environment. If you take the time to learn about what you will need to do before you being the process, it will make for better results in less time with less work.

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Random Idea Seed View All Idea Seeds

       By: Wogden

The accepted mode of getting otherwise unobtainable information is to go visit the cranky old hermit living in the mountains. It's just the sensible thing to do. So, naturally, everyone takes their monthly excursion to the hermit's hovel to consult him on everything, from lock-jaw to lovesickness, necromancers to nasal viruses.

Now, if everyone's always visiting the poor old hermit, there's going to be an enormous queue... "Wellcome to the Hermitt's Hovele, Please Take Ye a Number and Have Ye a Seate" reads the sign outside the packed dwelling.

Imagine the poor hermit, having retreated into the mountains to escape this precise situation...

Ideas  ( NPCs ) | July 29, 2005 | View | UpVote 1xp


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