My blog can be viewed at topsecretgames.net
I've been forced to adapt my Savage Worlds Solomon Kane campaign to play-by-post for the immediate future, until some offline issues "settle down" a bit for me. I hope I'm able to conduct it entertainingly and consistently for my players.
My plan is to conclude "The Lion of Ninn" adventure/plot point/scenario/story arc, and then see if there is interest in continuing into the further "episodes" of Season Six via play by post, or if my players would rather
(Originally posted on Google+, for some inexplicable reason.)
Just to toss out a topic (or possibly sweaty dynamite) ... what's the general opinion on "evil races" in games? By which I mean entire intelligent species whose sole purpose is essentially to kill/enslave/annoy humans.
As one might gather, I'm not a fan. My first problem is that real-world societies have attributed two-dimensional malice to their enemies far too often, with tragic results, and
Hi everybody, just dropping by to offer this link to a site I have up that has some various random generators for everything from gems to useless items, technobabble and wrestling moves (and wrestler names and stats). (I know there are a ton of various kinds already on the net, but I feel like some of what I offer may be different than can be found easily and might be useful. A few friends and gamers have used some of them and find them useful on occasion, so I figured I'd share with others
Yesterday I babbled about viewing RPG rules as an interface between players and GMs, similar to a GUI or API in computer programs. In this view, the game rules, like GUIs or APIs, are most useful when they avoid unnecessary clutter and complexity.
One other interesting consequence of this analogy is that, like interfaces, rules have to be stable in order to be useful. This applies both to official versions of the rules and house rules.
For example, in every version