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Critical Hits

Critical Hits

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Related:  How To Be A Better GM

The Dead Villain’s Catalogue / Kobold Quarterly October 8, 2010 / Phillip Larwood Or 30 Things to find on a Villain’s Corpse. [See The Dead Adventurer’s Catalogue] Wendell bent over the body of the goblin chieftain they had just slaughtered, his slender hands shifting through the goblin’s filthy goods until he encountered something shiny and hard. Campaign Mastery game master advice So we’ve looked at Themes, and we’ve looked at Concepts, and even touched on the relationship between the two. But now it’s time to address the elephant in the room – twin elephants in fact – Genre and Style, and how these modify that relationship, how it all comes together to form a unique fingerprint that identifies each and every campaign, and finally, how an understanding of that fingerprint permits the GM to enhance the campaign to produce greater enjoyment for all concerned. Past Reference I should start by reminding readers that this isn’t the first time that I’ve talked about the relationship between style and genre for RPGs. Directly relevant is Theme vs Style vs Genre: Crafting Anniversary Special Adventures, but it was a subject touched on repeatedly in the Reinventing Pulp for Roleplaying series.

Review: “Gamma World” RPG While others have been looking forward to the Essentials books, I have been looking forward to getting my hands on the Gamma World RPG since January. What is the Gamma World RPG? In a nutshell, it’s a standalone post-apocalyptic RPG that uses, almost whole cloth, the 4e D&D rules, with the main differences being in the characters. Instead of having your Elven Fighter or Human Wizard, you play a Half-Yeti Half-Android with a giant nose or a Pyrokinetic Rat Swam hefting a plasma sword. I feel like you could either already be sold on the game or totally turned off, but I’ll continue on. Treasures of the Ancients The Alexandrian - Misc Creations An Essay by Justin Alexander I think every GM probably has a story about the time that they spent hours carefully detailing some piece of lore or a particularly intricate conspiracy... only to discover that their players didn't really care. Or you complete a dramatic and powerful series of adventures featuring the unraveling of a conspiracy wrought by the Dark Gods of Keht... but three months later you mention the name "Keht" and are met by blank stares from the players.

Jeffs Gameblog Lords of Tyr D&D Podcast Welcome to the Lords of Tyr D&D Podcast! We are a Dungeons and Dragons gaming group that has been meeting twice a month since 2002. We now stream our game nights live on the Internet using uStream. Check out our site at for more information. Dice of Doom Dice of Doom Podcast 045: Rules that enhance Roleplaying Games and Crafting “Who ‘dun it?” Mysteries In this carrot dangling episode we discuss rules mechanics and how they can be used to enhance roleplaying games. In particular we discuss how this is done in Rolemaster, Deadlands and Spirit of the Century. We also answer some listener questions, namely our thoughts on DnDNext, Palladium, and how to craft a classic “Who Dun It?” mystery in your games. Kobold Quarterly April 14, 2014 / David Amburgey / Leave a comment Nera thought she had never seen a man so strong, which was funny, really. The rocks Johr piled onto the cairn were so small. She sat with her back to his travel bags and watched him wander across the blasted land in search of stones. Pulling her cloak around her shoulders the wind played with the expensive fur of the collar and hood. She squinted into the dimming light as Khor’s chariot raced west.

GM Advice: A Learning Mechanic I had a reader ask about the mini-game that appears in my D&D campaign. A few people have expressed interest in it, and I thought it might be worth a look. I don’t pretend this is clever or innovative. This is very much a system I cobbled together as I was groping around trying to simulate a character learning. Gnome Stew’s Giant List of RPG Adventure Types My planning cycles for my current game are, for me, pretty short — usually one week. That’s actually a good thing, because it forces me to focus on the important stuff and helps me avoid getting bogged down in crap that won’t hit the table, but it does mean that I’ll take all the help I can get. One thing I find helpful is having a list of adventure types (not plots) to choose from, and that’s the focus of this article.

The Alexandrian - Misc Creations Over the course of several conversations spread across the past few weeks, I've been reminded of something that is rather easy to forget: Not everyone knows what I know. This has nothing to do with me being smarter than anybody else. It's just the result of a slow accumulation of random information and experience over the course of 20+ years of gaming. (Somehow I only just now realized that this means that there is significantly more time between when I started gaming and now, than there is between when I started gaming and the publication of OD&D in 1974.

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