The many ways of the Citadel to bind ideas together.
Critiques and critics are a necessary evil. Now before anyone gets riled up, let me explain. No one likes to have their ideas picked apart. But we put our selves out there and hope for the best. Here are some tips on being a better critic.
Ok, there is no real place to put this but I think it needs to be said and put up here for everyone to view. This is not for gaming terms, it is not how to view rules or your gamers better. But it is an idea on how to respect your fellow Strolenites.
Everyone has their own take on what roleplaying games truly are. This is mine.
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In time long past the Citadel was new and innocent. As the years went on much was added to include the ability to vote and comment. Ever since then there has been prosperous periods where the votes and comments were just a tool and the Horde was happy. But subtle battles raged, sides were taken and votes were interpreted as acts of aggression. Much dread and drama followed these battles and authors were lost. So was birthed the Law of the Hammer.
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A little way up the narrow valley, before they reach the woods, the PCs notice the squat, tumbledown buildings by the riverside. They are hardly big enough for a human to stand in, and the complex cogs and shafts that occupy the central cavity of one of the buildings are perplexing. What were these buildings? And how safe are they to explore?
Alternatively a desolate place is the perfect setting for a derelict chapel or croft. There needn't be any actual physical encounter involved, but it adds atmosphere to a place to see its dead history. For instance, in the Outer Hebrides there are whole deserted villages which were razed to the ground by the English during the Clearances. Such stories give a setting authenticity and character.