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.
Sorry, content browsing has some technical issues. If you want to switch main category (on the right), choose -Any- and then choose the category you want to see next. I'm trying to fix the issue soon.
I've spent a lot of time to prepare some big changes for the site, but it's already some time from my previous post and I wanted to post something new on the site. I started digging my materials and found some photos of Star Wars interior terrain pieces I had traded away, very similar to those I'm using myself. I realized that I had't made article showing my Star Wars interior terrains in detail, so now you'll see better pictures of these terrains, as well as get some insight about how these terrains were built.
Black hand is a recurring theme in Ptolus, which is why I decided to create a model of such. In addition, it can be used to present various spells in D&D 4E as well as 3.x rules, and possibly in other rpg's too. And when trying to find more use for it, a subterranean hand that grabs people from the surface sounds quite mean...
These two cardboard ships, a warship and a merchant ship, have seen frequent use in D&D games, as well as in an earlier Iron Heroes game. While IH was a different and refreshing variation from D&D, I find it currently too cumbersome ruleswise.
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.
Second session confirms that this is the right way to do a Star Wars rpg campaign! A good sign of a great rpg session is that you ignore all the snacks in the table and reserved for the game for the whole session... This continues the story started in the first session. A new character, Chass 'Jazz' O'Brien entered the game in reinforcements arriving from Alessia II, flying an X-wing.
After all the recent setbacks, we really need a victory - bring me one! With these words from Admiral Ackbar echoing on their minds, the heroes left for planet Duram, where diplomatic negotiations have halted, apparently becausr of fear of fate of Calessia.
The story continues from last session; heroes are in almost hopeless situation!
The group starts to create a plan, but their time is limited; Imperial troops are starting to move towards the city very soon. Ferro's plan to run freighters towards walkers inside the city shield is abandoned as finding suitable one(s) would have required time and negotiations, and they would have been easy targets against heavy walkers' main cannons.
I happened to stumble upon this site when looking for new background musics for my rpg sessions; it's really worth checking! I am now categorizing them where they fit best (scifi/space, fantasy or both (or something else)). For my purposes, it was searching music with 'epic' feel that gave me what I wanted.
There's a few words I'd like to share with you about using 3d-terrain and/or maps/tiles - what to use and why, and share my experiences about some maps and tiles I've used. And while I love modelling and creating cool terrain setups in my games, I've been moving towards using map tiles in my games instead of 3d props, and there's several reasons for that, which I'm going to tell you more about below. I've also added a few review-ish about tiles/terrains on this post.