Articles

Scrasamax
The Depressing Economy of Where Are You, Scooby Doo By: Scrasamax

The original series of Scooby-Doo, airing in 1969, is remembered for rubber masked monsters, stage magic effects, and wacky hijinks, behind the scenes, the world that the gang of Mystery Inc inhabits is in economy shambles.

by Scrasamax
50xp
82 views
Scrasamax
7 Things About Sex/Life By: Scrasamax

Sex/Life is a single season series available on Netflix and is catered towards the romance genre audience. 

by Scrasamax
60xp
527 views
Scrasamax
7 Things Wrong with The Walking Dead By: Scrasamax

The Walking Dead has seen its rating plummet and critics score fall as well. This is not a fluke, and can be ascribed to a number of issues.

by Scrasamax
110xp
5 replies
1739 views
Ted
30 Bad Things By: Ted

Be it a cursed artifact, an angry god, a spell gone wrong, or bad luck, these are just a taste of the strange things that might befall a character.

by Ted
235xp
22 replies
3380 views
Ted
Ways to die By: Ted

In the game of paranoia, the damage tables for falls lists heights up to ‘orbital'

by Ted
115xp
20 replies
6492 views
Pieh
The Game By: Pieh

You just lost The Game.

by Pieh
120xp
15 replies
4859 views
Stephie
Ways a DM Can Stall an Adventure By: Stephie

Have you ever been in a position where you needed a quick break but your players were too ancy to break as well?

by Stephie
320xp
27 replies
7625 views
2 HoHs
Michael Jotne Slayer
Open the door and enter another world. By: Michael Jotne Slayer

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.

by Michael Jotne Slayer
135xp
7 replies
5496 views
Michael Jotne Slayer
What Makes a Weapon Magic? By: Michael Jotne Slayer

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.

by Michael Jotne Slayer
235xp
11 replies
11056 views
2 HoHs
MoonHunter
Campaigns are like Plants By: MoonHunter

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.

by MoonHunter
190xp
10 replies
6343 views
2 HoHs
MoonHunter
When Gamers go BAD! #2 Roleplayers By: MoonHunter

Every kind of gamer has the dark potential to disrupt the game if they take their natural interests to extremes. Roleplaying, taken to extremes, can destroy a campaign for a troupe just as easily as any power gamer, rules lawyer, or munchkin.

by MoonHunter
265xp
13 replies
7729 views
1 HoH
MoonHunter
When Gamers go Bad! #1 Power Gamers By: MoonHunter

Every kind of gamer has the dark potential to disrupt the game if they take their natural interests to extremes. The most common and dreaded extreme is the Power Gamer.

by MoonHunter
130xp
5 replies
4909 views
MoonHunter
Madness or Why You Should Do All Of This By: MoonHunter

After reading a MoonHunter campaign write up, Captain Penguin Says, 'THIS IS MADNESS! MADNESS!
So…..Comprehensive….Making…Penguin’s….brain…...dissolve..

by MoonHunter
110xp
8 replies
6366 views
MoonHunter
Everything I Learned About Raising Children I Learned From Gaming By: MoonHunter

When my first born came into the world, my gaming life skidded to a halt. However, in a strange way, my gaming life continued.

by MoonHunter
230xp
16 replies
8508 views
3 HoHs
draco aardvark
Why I don't want to modify Elves and Dwarves By: draco aardvark

My issue with modifying/removing dwarves and elves is that the PC's may want to play them.

by draco aardvark
50xp
19 replies
7770 views