While browsing through old photos, I found a few modelling/WIP photos of perhaps the most popular content of this site - miniature -scale Scratchbuilt Star Wars starships collection. I uploaded them here and at the same time, separated WIP pics and tutorials from the original Star Wars scratchbuilt starship models post to reduce the size and put them here to create one separate WIP/tutorial post. And sorry for rss spamming - I needed to change the title more relevant.
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.
Did you assemble and paint WW2 military aircraft as a kid? I did, although I really didn't like much the glues and paints used in them, the ones I'm using currently in modelling and with miniatures are way easier to handle, an healthier too I guess. I also read Commando -comics and was generally fascinated about technology of The Great War. If you are also Plasticrack addict(tm), you'll be easily tempted to these.
You've most likely seen the prequel movies, perhaps also watched the Clone Wars series. While everyone doesn't like them, or even hate them, one thing can be said for sure - a character concept that is perfect for roleplaying games exists in them - Jedi. The jedi lead, fly, negotiate, investigate, fight with blazing swords defeating loads of opponents - they are HEROES. And perhaps you've already noticed that some stupid movies would work extremely well if they were roleplaying games, as players love to do stupid things even if they don't like watch someone else doing such!
This tool is meant for inspiration in character creation, both pc's and npc's. You easily choose the 'safe' options' unless you are presented suggestions, which may get your imagination running and give birth to a refreshingly different character. So if you want inspiration for a new character
My earlier victory area flags have been quite popular, and because of a request, I've made a new set of flags. I haven't been able to print them myself, so the photo below is from dano903 at http://www.axisandalliesunderground.com and http://community.wizards.com . If you're interested in these flags prepared and based, ask him!
How easy can a modelling project be? Death Star must be the easiest one I've done. Cutting the place for the super laser was perhaps the hardest part, after that I applied dyed filler-paste to the model, carved the center line and painted it. Not the most accurate model but works.
I used to run a D20 Star Wars campaign years ago, and I created some At-St walkers for it. I created an original piece and then made a mold of it and created a few pieces. I used my AT-AT model kit and the chicken walkers with paper miniatures and they worked well. This was before I got addicted to plastic Star Wars miniatures.
I didn't buy the At-At miniature, but I've been using this kit with the miniatures. Even if it's a bit small to be used with the miniatures, it looks ok if there's no other vehicles around, but even if there is it's still better than nothing.
Another crazy project of mine. Some days I think I have time for everything, and I try to do everything... I was preparing ground combat rules for very small scale Star Wars miniatures, but I never got them finished. I've got a bunch of scratchbuilt or modified small miniatures though, and now that I've found Savage Worlds and it's mass combat rules, I can create battles using miniatures as counters! If you're a Savage Worlds fan, you might want to read my post about starship battles.
In a recent discussion about roleplaying mechanics I heard an opinion mentioning that character flaws should be a disadvantage and therefore rewarding well for playing them isn't something that should be done. My way of looking at flaws is completely opposite. While flaws are in general supposed to be a tool of balancing (or in practice min-maxing) characters, they work best as a tool to bring atmosphere, good story and drama to a game. And for this purpose, they work best if players want their flaws to cause them problems.