A short story set in the Locastus universe.
Ruminations on the role of Magic and Food.
Save/Help the Halflings! They offer rewards. Material and otherwise.
There are plenty of resources available to help detail characters. I wanted a way to organize and present those details in play naturally.
The weather is something that everyone always notices and talks about, but can’t do anything about. It is an important part of everyone’s life, yet it seems to be ignored in games. And everything important in a game is best thought of as a character of some sort.
Busy GMs need help prepping for games faster. And you can create fantastic magic items in just three minutes using my stat block.
Food of the gods.
Caeser193 recently posted an article about how magic has made war obsolete, below please find seven ways to keep magic and magic users from dominating warfare
The author's quips and comments on making the most of your first submission
For twenty seven years I lived a strange and unimaginable life, and one morning I woke up divorced from life. I was awake.
I wish I could go back to sleep
I am always giving advice to various gamers on various game forums. I am constantly giving the same advice over and over again (cut/ paste repeat). Once a year I think about the advice and put together The List.
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…
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.”
In the world of Delta Factor, everyone knows the first Delta appeared on September 11, 2001, when he saved the World Trade Center from a terrorist attack. There have been thousands of
Expressions since then, but Jacob ‘Polaris’ Richter was unquestionably the first.
How to describe possession by or interaction with an entity be it a demon or otherwise without having to use a ton of magical woo woo. CURRENTLY BEING REVISED
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.
"So's ya want ta know about the maze and the labyrinth? There's a difference, ya know. The maze is more like a, a, puzzle, a puzzle where ya wander and gets lost. An' a labyrinth is more... straight, ai guess, straight with curves, if'n ya gets what I'm sayin'."
-Old Gerald, man in the pub.
Action sequences in movies are fast, furious, and over all to fast. They are exciting moments that most gamers are looking forward to. Yet combat in most games is slow, ponderous, and takes up much game time. Gamers tend to blame the game systems. It is not the System, it is the group.
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.
Giving NPCs memories can go a long way to making a more realistic and enjoyable game world.
This is not a submission about creating NPCs, this is about presenting them. Not everyone walks around with a different accent, strange tic, or catchphrase, our memories are what make us different.
The PCs are accosted in a major city containing at least one famous fortuneteller / prophet of the future. They are informed that their as-yet-unborn child will (insert terrible evil), and that, although they are very sorry, the PC must be executed to keep this from happening.