Characters with Character: Random Personality Generator If you're enjoying the content here, check out our new site, Thoughtcrime Games. Thanks for visiting! If you're new here, you may want to subscribe to my RSS feed. Thanks for visiting! I don’t know about you but when I sit down for a one-shot game with a pregen character, I can’t always come up with a unique and interesting personality on the fly. Using the Generator is a snap. Motivation: What is it that really gets your character’s motor running? Instinct: What is your character’s first reaction to a threat (physical or otherwise)? Approach: What archetype is your character best known for being? Now just because every character in D&D is combat-capable does not necessarily make them all warrior-type personalities. Carrion, Tiefling Earth WardenMotivation 3 (Information); Instinct 4 (Protect Others); Approach 10 (Disciplined Commander) Though the city of Bael Turath stands in ruins, much of the Tiefling heritage lies buried ignobly around the Known World. Serious Skills Aquatic Adventures
The Welsh Piper » Hex-based Campaign Design (Part 2) Populating your Hexes deutsche Übersetzung The idea of developing your campaign through small, but ever-expanding, hex maps, was inspired by Greywulf’s Six sided gaming: Hex magic article. With Greywulf’s permission, I’ve expanded the concept a bit. Part 1 described how to size your beginning map and determine terrain. The Hex Map Bloristone Lands (Terrain only) As a refresher, the hex map I started in the previous post is shown at right, though I’ve gone ahead and filled out the remaining terrain as outlined in Part 1. As a reminder, each individual hex is 5 miles across; the large hex—called an atlas hex—is 25 miles across and matches the scale of the Atlas template (q.v., Hex Templates). Encounters For our purposes, an encounter is any feature that has the potential to challenge the PCs or serve as the basis for adventure. For each atlas hex, there is a chance of a single major encounter and a variable number of minor encounters. Major Encounters Minor Encounters Encounter Tips Final Words
Hex Games As you can see, we've redesigned the Hex web site for the first time in quite a while. With the new version of the site, we've tried to account for the new ways people use gaming websites in the age of social media, which means getting rid of things like the dedicated forums that for the last few years have mainly only served as bait for spammers. We've also done our best to integrate the site with things like Facebook and Twitter. The slider on the right edge of page points to our social media pages (mouse over to see our latest posts) and the one on the left lets you share content on popular sites. We've completely upgraded our web store, most importantly by making print editions of many of our PDFs available here for the first time (with more coming soon). We built the new site from scratch, so you'll need to create a new user account even if you had one before. Enjoy the new site!
Paranoia: Whats it all about? What is Paranoia about? Paranoia is a roleplaying game with a difference. Where as other RPGs encourage players to work together towards a common goal, Paranoia encourages backstabbing, double-crossing and bare-faced lying. The back of the Paranoia rulebook describes the game as follows: Imagine a world designed by Kafka, Stalin, Orwell, Huxley, Sartre and the Marx Brothers... Paranoia is a roleplaying game set in a darkly humorous future. You play one of The Computer's elite agents. Paranoia: A lighthearted game of terror, death, bureaucracies, mad scientists, mutants, dangerous weapons, and insane robots, which encourages players to lie, to cheat, and backstab each other at every turn. Is that fun? Trust us. Suffice to say, Paranoia is fun. Alpha Complex This is where everybody lives. The Computer The Computer runs everything within Alpha Complex. Though deranged, The Computer believes it is doing the right thing. Clones The Computer doesn't make that kind of mistake. Mutations Secret Societies
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100 Subjects for tavern chatter « The RPG Athenaeum (Author’s note: this started as a much smaller list, and quickly grew to a far longer list than intended. For this reason, the list has been reproduced as an Adobe pdf file, which can be downloaded here or on the downloads page.) Tavern gossip can be a great source of Dungeons & Dragons adventure leads, and more than one published adventure has begun with the heroes overhearing something over a tankard or two. Many experienced players have been conditioned to listen for adventure leads in this manner, and some might ask, “What do I overhear?” in an effort to glean a bit more information about the adventure. Often, the only information the dungeon master has on hand for the heroes to overhear is pertinent to the adventure, so he may provide more information than he should, or provide the boring, flat answer of, “you hear nothing interesting,” which even the newest player will see as the DM taking the easy way out of the situation. It is for this reason that the list below was generated.