One of the most impressive moments I've experienced in a rpg as a player was in Runequest campaign, where my character wanted to learn some more spirit magic, healing this time. The following text tells how the learning was handled - the GM running the game is quite exceptional GM and I've learned a lot from him.
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As our games often go forward fast, that question often comes up. Especially when fighting against enemies that can see in darkness, it can become important. It is often ignored, but it can become an effective combat tactic to get rid of opponent's lights.
Fellow gamemasters, I need your input; I'm trying to create a game preparation formula that can be used for most games. For this, I need some input from you. I'd appreciate if you can tell a bit about your game preparations, mainly how many and how well prepared npc's you need.
Some time ago I posted printable dungeon walls, claiming that there was no free and good-quality printable dungeon walls online.
Pacifism is a type of hindrance/disadvantage/flaw that works very differently in different types of games. In most games I play or run, no-one would take the pacifism unless there's a work-a-round against it's limitations - and I can't blame anyone for that, as these games usually have at least one combat each session, and usually everyone's most eagerly waiting for those combats! And they often are the most exciting parts of a game session.
This tiny and simple printable papercraft model allows you to create your fleet of space freighters with a feel of the popular scifi series. I didn't plan the model for public download - sorry if there are any inaccuracies, I tried to clean up the sheet a bit.
From both player's and GM's point of view I've enjoyed most about games where players have lived in one specific location. They get familiar with the people and location, may start to like people there, get possessions or even rule a portion of the area.
"My character is ready. What? Oh, I need to get some flaws to pay off all the extra stuff I've already picked. But my character is perfect... Now, what flaws would have least effect on my character?"
Sounds familiar? All too familiar to me. Most of my players want to think of all those munchkiny statistics and features first, and then, if the system has a mechanism for negative features (flaws, hindrances, disadvantages, whatever they are called), they try to find something that doesn't hinder their character. I confess, I'm guilty of that too.
Here's a paper model of a chemical container train car I've used as a prop in my Savage Cyberworld -campaign. Print it on two A4/Letter sheets, on cardstock, 120g paper or something else strudier than standard paper. I haven't added instructions as the model is quite simple, and I didn't see it necessary to add the parts that attach train cars to each other (whatever they are called in English), model worked quite well without them.