A while ago I wrote a post about how I ended up with Savage Worlds. The post got some critique for me judging games just by reading rules; it's true, you can't tell how a game plays without actually trying it. But there are other factors that may matter when choosing a game system than just how it plays.
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!
Here's a diorama I made for a competiton earlier, with some customized steampunk miniatures & scratchbuilt terrain.
"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 two NPC's have been created automatically using a generator, which is part of a much larger entity. It will be released some day, but in which format it will be unsure - it's Licencee status with Savage Worlds would be something I'd like to happen but I can't promise.
This tool has been invaluable to me in several campaigns. It makes the game world more believable by being able to tell how's the weather currently, as well as to know what it will be in a few days if someone uses Survival -skill or wants to watch weather forecasts.
This is a collection of my fantasy city terrains put together, to form a full diorama of a city port area.
A Small experimental diorama made as a gift.