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.
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 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.
After about five years of playing, my 4E Ptolus campaign has reached it's finale. This post has SPOILERS so if you're playing in a Ptolus campaign, or are going to, you better not read this post. The campaign has a lot of elements from the book, but also many elements created by myself.
The final session I had initially planned to run on one night become one 6-hour session and one 10-hour session. This last 10-hour session had just 3 combats, and while it had also good amount of non-combat playing, combats were really long, even if a lot of the opponents were minions.
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.