While I have little need for Pathfinder miniatures after collecting a large amount of D&D miniatures, I found one diamond from the collection that every DDM collector should be aware of - Medusa. D&D monster design decisions have moved away from classic themes since the late releases of 3E line, and I haven't been happy most of these changes. What I did like is what they did to Lamia. But medusa, just like dryad, were transformed into something that wasn't so main stream.
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!
Fellow gamemasters, I need your input; I'm trying to create a game preparation formula that can be used for most games. For this, I need some input from you. I'd appreciate if you can tell a bit about your game preparations, mainly how many and how well prepared npc's you need.
From both player's and GM's point of view I've enjoyed most about games where players have lived in one specific location. They get familiar with the people and location, may start to like people there, get possessions or even rule a portion of the area.
Or, would you rather play Human warlord or Lord of Raldwik, Hero of the Three Rivers Battle?
Every GM has her own tools of the trade, little tricks she uses in his games. Sometimes you can just shake things out of your sleeve, but sometimes it's good to have some kind of tool you can use when in doubt. A tool I've used for years is a Luck roll, a simple d6 you roll for the character or group doing something.
Players are often lazy. While they enjoy playing games, they might not share Game Master's enthusiasm to the campaign setting and it's world, and as getting to know it could require reading somewhere from 10 to 150 pages, they might not really know or understand many things that come up during the game.
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.
These are the simple but functional cyberpunk rules for savage worlds I'm using in my Savage Cyberworlds cybercthulhu campaign. The rules may be subject to changes but I'm mainly quite happy about them.