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3:16 Carnage Among Friends: Part 2, Lead 4 Dead
To say that 3:16 little prep is like saying that rain is wet. With the help of a few charts to pick planet names, planetary environments, alien appearances, alien powers and various NPC names, the GM just needs to add a few creative sparks to create a 2-3 hour long adventure.
Fear and Loathing in the Forgotten Realms
Fear effects have always been tricky to roleplay, especially with players who maintain that their PC is not afraid of anything. Read on to find out how I’ve tricked my own issues with anxiety into teaching me about how to roleplay when my character is scared out of his mind.
3:16 Carnage Among Friends: Part 1, Sarge’s Review
3:16 is a rules-light, hyper-focused, indie-as-hell roleplaying game. All players are space marines fighting in the 16th battalion of the 3rd army. Their sole mission in life? Drop on planets with scores of other troopers and officer and kill absolutely all life in the name of protecting the Terran home world.
Gears of Ruin: When it Bombs, it Bombs.
And I’m sick and tired of trying to “fix this”, I’m currently unhappy with our 4e games but was at a loss about turning things around until mid-week.
…and when it’s all said and done, an unhappy Dungeon Master is the surefire sign of a dying campaign/gaming group.
D&D Trivia Archive May 2010
On Twitter, I give out little tidbits about D&D history as I know it or experienced it. This means I might not always be right, but at least it’s interesting. You can challenge me on twitter or by email.
Here’s the May 2010 D&D trivia archive.
My RPG DNA: Part 3: The Oughts, D&D 3.X
Shortly after my 28th birthday party, I sat in my living room with the D&D 3rd Edition Player’s Handbook in my hands. After a decade away from Trolls, Drow, Mindflayers and other Gygaxian-branded fantasy tropes, I felt the strong pull to return to the world of D&D. However, remembering my attempt at re-reading the 2e Player’s Handbook back in 1998, I expected the book to be really bad…
The Green Menace
Fellow gamers, we need to take a stand. We face nothing less than green, leafy Sauron. Instead of fear and eternal darkness, he now uses the power of Moore’s Law and the uncanny ability for the modern gamer to look at a beautiful game from two years ago to say “meh”. He sets us against each other when we play Nerd Poker or when we rules-lawyer, fighting endlessly over minutiae. We are distracted from the real threat. IMPORTANT READING FOR ALL CHILDREN OF MAN.
Mailbag 7–All By Myself, Part 4
DMing a solo is at least as rewarding as running encounters with more monsters. It can be even more satisfying, since a solo can and should evoke strong reactions from players as it deals out destruction. But running a solo requires extra care, especially if you’re using the creature as the lone menace in the fight. Make sure your aware of what your solo can and can’t do, then prepare for it.
Air War: A Skill Challenge
I’ve done a few airship skill challenges before, thanks to a motley Dwarven pirate airship. Escape from the giant dragon air skill challenge and oh crap the airship is crashing skill challenge both had been done, so for this one, I envisioned something like the space battles in Star Wars, like the trench run but in a more open space. Thus, I consulted Gamefiend, the mad genius of skill challenges, for his help in designing it. One Skype call later (and then another day of planning later) I came up with the following skill challenge.
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