When designing or running an adventure, you need to be careful about how you use details. While details can make a story alive, they can also make your players fall asleep.
Another post inspired by a forum discussion: A Savage World Deluxe buyer complains his hand cramping after writing down all the errata in the book while another one asked why didn't he print out the errata & tape/glue it in place. This isn't so simple; many errata is written in format 'Replace clause X by clause Y' - it might not fit to page at all.
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.
A little but invaluable tool I've used in my 4E games. I mark up player characters' passive perceptions and insights, plus any other important notes (that don't need to be secret) on this sheet, and when it's time to fight, initiatives are easy to mark on the left side of the sheet.
Below the tables there's a large empty space; you'll find use for it when you start calculating hp's of the enemies!
Ptolus players, this post will contain spoilers!
In my last night's game, pc's reached the end of Goth Gulgamel, a fortress half-way up the 3000ft spire shadowing the city. They arrived to the Ageless titan, a dormant undead titan. Fooled by the Rakshasa, they told the titan they want the key to the darkness. Infuriated by some arrogant and foolish adventurers stopping to shop, he attacked.
Here's a diorama I made for a competiton earlier, with some customized steampunk miniatures & scratchbuilt terrain.
This article is about basic dungeon terrains; If you have any terrains for roleplaying purposes, they are much likely to be stone wall -terrains like these!
"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.
These hindrances and skill adaptations are meant for a game where pc vs. pc conflict is good, even desirable. Players should understand that they should play their characters with feel rather than optimal efficiency - and if they do should be rewarded with bennies. These flaws can get pc's in quite much trouble, so an additional benny use for creating small story twists works well with them.