Note: I've written this post ages ago, I just rediscovered it and thought it might be useful for someone. Personally I've moved away from 3d props due to practical reasons (most of my games take place in places other than my home.
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.
My Beasts & Barbarians campaign starts soon, and I wanted to take a few inspirational photos while waiting for the game. These diorama-like photos have only few pieces of terrain, but represent situations that might well be epic moments in a Sword & Sorcery game.
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
GRAmel, which has recently become my favorite publisher, released a free Halloween -themed adventure for Beasts & Barbarians. The whole Beasts & Barbarians -series is most fascinating and this adventure is no disappointment. I read the adventure through and it's one of my two options to run next sunday, even if I usually dislike ready adventures.
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.
Shortly in Finnish: Tämä on pienoismalli lapsuuden kotitilastani Asikkalassa. Materiaalina on käytetty pääasiassa pahvia ja pienoismalli on upotettu lasikantisen sohvapöydän sisään. Jouduin tekemään pöytään ylimääräisen välipohjan valkopintaisesta vaneerista, muuten tämä malli oli sopivin pienoismallia varten.
Here's a diorama I made for a competiton earlier, with some customized steampunk miniatures & scratchbuilt terrain.
Here's a few pics from the model of my home farm in Asikkala where I grew up, to be a gift for my father. Above, you can see all but one of the buildings in the model. The models I've created before and given as a gift, now I'll create the terrain around and build it inside a glass -covered table.
"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.