Reading through the animal thread and a conversation with Scrasamax lead to the creation of this thread. For the Adventurer with a taste for exotic meals…may I present. "The Official Strolen Citadel Cookbook".
Larping is Live Action Role Playing. Instead of sitting around a table, play is done “in action”, up and moving about. Any resolution besides social ones are done by some “lite” mechanic. It can be a great deal of fun.
One of the most heated topics in gaming is the arguments about player character death. Should the GM and the Players be antagonistic with each other? Should the results lay like the dice? What about story continuity and the investment in time and effort into the characters. Everyone seems to have strong opinions about this.
The journey of 1000 metaphorical miles begins with putting your hands on keys and typing away.
Everyone has their own take on what roleplaying games truly are. This is mine.
This is the tale of how Princess Amber liberated Vallermoore from it’s mad Queen.
You can talk the talk, but can you walk the walk?
Looking for some information that might explain what is going on? How you can get involved? How to play?
A very short piece
Have you ever needed to play out a scene that would of been embarassing to you or between your character and another that would of sucked up hours of game time leaving everyone else bored to tears? Scene Journals are your answer.
This is an article about designing and creating new weapons and armaments that are nonetheless realistic. If you’ve ever wanted to make your own unique medieval weapon for a campaign, this will hopefully come in handy.
"There is something about the outside of a horse…that is good for the inside of a man."
A fight scene should be more than just rolling dice and counting numbers. It should be a chance for you to roleplay.
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.
This is a list of laws, axioms, and strong recomendations from published and/or famous game designers/ writers I have recently collected. If you find them, add them. Please do not just add “any old” gamer’s axions, laws, etc.
Religions. Sigh. Can’t live with them, can’t live without them. They have been such an intergral part of Human existance, that ignoring them is something you do at your own peril. A lack of religion (even hidden away in the background) can completely destroy the verisimiltude that a world designer desperately works so hard to achieve. So here is brief outline of various kinds of theisms.
But I don’t have that book! Have you heard this before? You want to run this great new game (new setting) but your players are balking partly because they don’t want to buy the game you are so enchanted with “this week”. There is a solution.
Come down from the mountain with your stone tablets. Give forth your wisdom in the format of 10 statements that pertain to gaming.
Getting a campaign setting sourcebook published is for many game masters the ultimate dream.
Starships, Laser Beams, Computers, and Aliens do not Science Fiction make!
There is a small and strange nature-worship cult that has dedicated itself to freeing vegetables. They appear usually in working pairs or trios, arriving to villages and towns separately and wearing the local garb. For some reason, they have taken to disguising themselves specifically as a scholar, a cooper, and a fisher. At night, they will sneak into backyards and side gardens, digging up household fruits and vegetables. They pile the pilfered plants into a cart and vanish in the night. While the townsfolk wake up to empty gardens, the cultists replant the fruits in the wild to let them be "free".