It has begun. Donn has traveled to the town of Fallcrest to find his father (a simple farmer who comes to town to sell the fruits of his labor). He should have returned home a few days ago, and now Donn's mother is worried something has happened.
Donn hasn't had much luck finding his father, but after a successful skill challenge he learns from some of the other vendors in the Market Green that a fat man who was far richer than any clientele that normally stops by the booths was speaking
D3 Games has acquired the license to publish titles in a new product line titled "Surbrooks Stuff". The name should be familiar to those in the Hero Games community who have likely used or perused Mike’s website of the same name.
Surbrooks Stuff will carry on the long tradition of creating characters, creatures, gadgets and all manner of miscellany that author, Michael "Susano" Surbrook, has become well known for.
"We are thrilled to have Mike
So, for your amusement, here is the grand list of cliches and absurdities that occur (and occur, and occur...) in traditional RPGs.........
--Avenging Wallflower. These players play characters with a vast
amount of unheralded, unseen power and go out of their way to be meek
and unassuming, at least until a dramatic confrontation occurs in
their vicinity. Whenever active, outgoing characters do something
interesting near them, they will feel an unholy compulsion
This is my first post to the Blogosphere, I figured I'd give this a go. This is just a meager blog, but I hope you get something from it.
I've been gaming for 20+ years now, and a good portion of that as a GM. Both as a young child (11 years old) to present day.
Well, I've noticed a trending difference in how I approach GMing from those older days to today. I've always been trying to GM from the perspective of "This would be cool and fun" and "What can
Updated 07-20-2010 at 10:14 AM by LegacyKing
There are really two considerations that need to be balanced here. The first is, the game has to be believable to some degree. You are asking your players to suspend their disbelief. The best games are immersive, believable, and realistic to a point. Usually the realism focuses more on the characters you create within the game and their reactions to the players. But sometimes it is important to have a scene that is accurate or a trap, or a building. At the end of the day if you have a group