Have you ever written a detailed and complex history for your campaign only to watch it gather dust as your players focus on the now and not concern themselves with the prior events of your campaign world? As a player, have you ever been intrigued by a campaign settings rich history only to find that your GM never uses anything from the campaign’s past? Providing interesting and detailed histories for your campaign can really help the world come alive on the table and within your players, however it is far to easy to create a detailed history and then focus on the current and future events of your game. This doesn’t have to be the case; some of the more interesting games and adventures can be fuelled by events that have happened in the world before your adventurers even arrived. Below is a detailed scenario in which new adventurers can become involved in a historical event that never concerned them.
Archives for April 2010
The game’s action will occur entirely on board a Feywild grown, Clockwork-powered gnome airship called The Briarthorn Needle owned by ‘neutral’ fey privateers. The last warring factions of Sikkara (our Clockowork D&D gameworld) have agreed to meet on it to negotiate a peace accord and put an end to 8 years of global war.
Dragon Age fans! Go back to where it all started! See dead people! Find stuff. If you’re me, be disappointed. Should you buy this? Read on for my recommendation. (Hint: NO.)
I’ve talked about investing some emotion in your character and, thereby, the game. As a follow-up, I suggested you seize the game by the horns. The “Play Boldly” article seemed more concrete, more useful, than the first. I thought about it, and I have more to say about giving your character traits and a history that make up a backstory.
Upon freeing themselves from the Fomorians, the gnomes knew that they could not rely on the other, more powerful races, to guarantee that they would not fall back into slavery. While many champions of the Gnomish causes have risen in the last centuries, the masters of trickery have created their own tricks to ‘convince” the world’s best heroes and scoundrles to help them.
In the ongoing debate of killing of PCs and total party kills, one aspect of PC death is often left out: The Plot Kill. Having turned Plot Kills into defining campaign moments and having received some memorable Plot Kills myself, I think the concept warrants discussion.
I’m a geeky, professional, progressive girl. I’m a high level business executive and head of my household. I come from a long line of feminists. My hippie parents raised me with a gender neutral philosophy and I’ve fought for equality and my voice to be heard my whole life. And to this complaint that the icon will offend women, I say Bullcrap.
This week we are not posting a new poll as part of the Inquisition, instead we are looking to solve a very terrible problem which Dave and I now have. You see…we simply have too much stuff that we want to give away on this fancy-schmancy website and we aren’t entirely sure how to do it!
When my good friend and co-conspirator Micheal “Chgowiz” Shorten decided to pull down his blog last month, many asked me what happened. Last week, Chgowiz asked me if I could link to the thank you letter he’s sending to the online community.
RT @gamefiend: The SkillCast Episode #1 Introduction http://at-will.omnivangelist.net/2010/04/the-skillcast-episode-1-introduction/ # RT @AllenVarney / @loresjoberg : First Person Observer – like The Onion for gamers (@fpshouter): http://is.gd/byN2B/ # RT @NevermetPress: The Monster MashUp Contest is now live! http://bit.ly/aAjVdw # RT @loganbonner: I've put up a new blog post. Read "4E Success or Failure: Paragon Paths:" http://is.gd/bytaV # […]