So far the Architect DM series has focused primarily on locations and building design, but today and over the next few weeks I’m going to take a look at the larger scale idea of world building and some factors that play into designing a realistic and believable world to play your games in. As with many of the design aspects I’ve talked about previously, designing a realistic world can feel like one of the most intimidating and daunting tasks to undertake but in reality if you apply principles correctly it can make your efforts easier and better at the same time.
Savage West, Session 1: The Riverboat Poker Heist, Rio Grande Burning
In which Chatty concludes his Savage tale of Savage Epicness in the Wild West of Savage Worlds. Will his PC be stuck in jail while his friends try to complete the caper without him?
Announcing: Gamma World Guide, Grand Unified Junk Table, and the Junkulator
Announcing: Gamma World Guide, the Grand Unified Junk Table, the Junkulator random ancient junk generator, and an accompanying article by Jared von Hindman of Head Injury Theater.
Gamma World: You Can’t Handle All This Junk
The Grand Unified Junk table has terrible things from all editions….that had Junk tables. Sure, they might have been called Loot or Treasure, but anyone who played knew they mostly contained something that you’d be embarrassed to have…or ashamed to be excited to have. The White Wolf & Alternity editions, being serious expeditions into Gamma Terra, had nothing to stuff inside my trunk. The others? Oh my. Here’s a brief rundown, followed by some of my personal favorites that just might convince you that the Grand Unified Junk Table needs to be let into your heart (or hearts, if you have more than one).
Dancing Tentacles
I might not look it, but I’m pretty good at Dance Dance Revolution. I know this might seem unlikely, especially for those of you who have seen me. I’m 6’3”, 280 pounds, and as gangly and uncoordinated as they come. I very much think my parents rolled a 4 or 5 for my DEX score.
Interview with Rich Marflak, Winner of the First RPGA Open Tournament in 1981
An interview with Rich Marflak, the winner of the first RPGA Open tournament at GenCon in 1981.
What I Learned Running a 1 to 30 D&D Campaign
As I write this I sit less than 12 hours away from the last adventure of a level 1 to 30 D&D 4e campaign and I’m feeling strangely emotional about it. I’m extremely lucky to have players willing and able to play nearly every week for two and a half years. I’ve had to come up with an interesting adventure for over 100 sessions that tied together a story spanning the entire level range of 4e D&D.
Savage West, Session 1: The Riverboat Poker Heist, Of Marks and Busts
In which Chatty continues describing his Savage Worlds Wild West game where they start executing their complicated plans to steal the prize money of the Annual Rio Grande Riverboat Poker tournament.
Critical Bits for the week ending 2010-11-28
RT @baldmangames: D&D Experience 2011 pre-reg goes live (finally – ya I know) http://fb.me/tzVlZm7g # From the Archives:: Critical Hits Gift Guide #3 Games http://bit.ly/992L8i #charchive # RT @gamefiend: Achievement Unlocked: Build Achievement System in 4e #dnd : http://bit.ly/9yJl6T # RT @gregbilsland: Combining Themes & Backgrounds: http://wp.me/pPNTx-68 # .@bartoneus reviewed the "Legend of the 5 […]
The Gammarizer: Bringing Your Town to Gamma Terra
The Gammarizer is my attempt at a semi-random adventure generation tool for Gamma World. You start with a location all the players are familiar with (like your hometown) and then change it to fit into the post-apocalyptic setting of Gamma Terra, and in the process, generate an adventure on the fly. This method focuses on using the elements of a setting and altering it to connect to the origins of the PCs to give it that Gamma flavor and a personal connection.
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