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.
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.
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.