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4th_edition. Verdensbygger. Miniaturer. Plot. Rpglinks. Realms. Worldbuilding. Gurps. Monstre. Women as Swashbucklers. Roleplayer #13, February 1989 by Lisa Evans The Comte de Lorraine coiled the whip over his arm as he gazed down at the peasant girl's quivering white shoulders. How dare the wench defy the will of her master! "A taste of the lash will teach you to respect your betters!

" "Hold! " The Comte de Lorraine whirled, the useless whip dropping unnoticed to the straw. "Aye, I dare. " "Afraid? "No man, eh? Zorro. But what about roleplaying? Not to worry. History The first woman to live a glorious and romantic life after the Roman Empire was of course Joan of Arc, savior of France. Joan is unique in history books. Louise Labe: "La Belle Cordiere" was the beautiful, brilliant daughter of a bourgeois of Lyon during the early 1500s.

La Maupin: One of a small number of female duellists active in Paris during the reign of Louis XIV, La Maupin was an actress and singer with the Paris Opera who challenged Musketeers and fencers to duels for a hobby (usually winning). Campaigning The first choice is easier. At få en ide - som ikke bare er en gammel kending. Downloads - RPG & Strategy - D&D Manager. Dawn_of_Worlds_game_1_0Final.pdf (application/pdf Object) Mare Azzuro RPG World - Home. Home. Roleplaying tips for roleplayers and gamemaster roleplaying advi.

Roleplaying Tips Weekly E-Zine Issue #308 Contents: This Week's Tips Summarized Baby Steps In Campaign Setting Design Readers' Tips Summarized Return to Contents New Titles in World Building Library! Check out Expeditious Retreat Press' World Building Library, a series of inexpensive articles and works of public domain for the world builder in us all! Www.xrpshop.citymax.com A Brief Word From Johnn GMail Forwarding An Option Thanks to Gregg for a tip about GMail. If you need a GMail account, I'd be happy to send you a sign-up invitation. A Plea To Palladium Fans Amidst controversy, Palladium is going public with a plea for help: Palladium Cheers, Johnn Four, johnn@roleplayingtips.com ARS MAGICA New Release: Houses of Hermes - Mystery Cults There are those within the Order of Hermes who transmit secrets of magic incomprehensible to outsiders.

ARS MAGICA: Houses of Hermes - Mystery Cults at RPG Shop Baby Steps In Campaign Setting Design By Mike Bourke, Sydney, Australia 1. The first step is simple. 2. Idea. Dungeon_writer_guidelines.pdf (application/pdf Object) Notes from the Bunker: Adventure Writing, Part 2. Welcome to your bunker. I'm Rich Redman, one of the designers of the d20 Modern Roleplaying Game. I may not be an expert, but I'm experienced and opinionated. Here in the bunker, we can explore some corners of the d20 Modernrules and create rules variants, and I can offer suggestions for your campaign based on my experience writing and running games. This month, we'll finish talking about how to write adventures.

We'll focus primarily on non-FX adventures for modern-era d20 games, but hopefully the concepts presented here will be applicable to writing any kind of adventure. This column has two main sections: Process and Ideas. Process Last month we talked a little about general processes for writing. Get an Opponent Your first step in writing an adventure is to define the opposition. Yes, I said "opponent," not "villain. " Have a Plot For our purposes, the "plot" of an adventure is what happens if the heroes do nothing. Hook the Heroes Breadcrumbs Locations Little Pieces Ideas Stuck for ideas? Notes from the Bunker: Adventure Writing, Part 1. Welcome to your bunker. I'm Rich Redman, one of the designers of the d20 Modern Roleplaying Game.

I may not be an expert, but I'm experienced and opinionated. Here in the bunker, we can explore some corners of the d20 Modernrules and create rules variants, and I can offer suggestions for your campaign based on my experience writing and running games. This past year, I saw a message board thread in which posters complained about how difficult it is to write non-FX adventures for modern games using the d20 System. Since writing adventures seems to come pretty easily to me (at least until playtesting starts and my players gleefully leap into plot holes I never noticed), I thought I would share some of my tips and tricks. So this month we'll talk about the general rules of writing, and next month we'll talk specifically about adventure writing.

Writing Tips No matter what I do to pay the bills, I think of myself as a professional writer. A Writer Writes, Always Finish Good Enough Is Great Ideas. Writing for GURPS: The Art of Adventure Writing. Roleplayer #29, November 1992 by Jeff Koke In the last year and a half, Steve Jackson Games has produced five collections of adventures, covering genres from fantasy to space to cyberpunk, and more. These books have been modest successes, and the company plans to continue producing them. This creates a high demand for competent adventure writers.

Writing an adventure is one of the best ways to break into the game industry. Adventures are usually short enough to represent little time and risk for the author or the com-pany, yet they provide an opportunity for the company to evaluate a writer's ability – both in style and substance. To the author's advantage, adventures give more creative leeway than sourcebooks and worldbooks, allowing an author to "show off" his flair for characterization, plotting or description. But what makes a good adventure for GURPS? Characterization An adventure should read like a good story, and most good stories are built on well-defined, interesting characters. Principia Infecta. What A Character! Medieval Demographics Made Easy. Failing to prepare is preparing to fail. A while ago I wrote a scenario for Empire Galactique. The set up was that the characters had bought some gear from a band of pirates and were accused of handling stolen goods, which would lead into the real adventure: pirate hunting.

But, instead of just reading the introduction to the players, with the characters as passive spectators, I decided to play it out. The advantage of playing a long intro' is that the plot isn't signposted; the players are worked smoothly into the weft of the adventure, with the illusion of freedom. The introduction wasn't spelt out in the scenario but I was counting on 15 years of game-mastering experience to improvise it.

I was wrong. Even though the deal involved the bartering of only four different products (regular software and ingots against stolen cloth and diamond powder), I managed to mix up the number of square metres of cloth and kilos of diamond powder needed to meet the value of the software offered in exchange. "So, to sell your cloth... err. QuickNDirtyAdventures. The Falconmoor Campaign | A Third Edition Dungeons and Dragons C. Debatforum.