One of the most impressive moments I've experienced in a rpg as a player was in Runequest campaign, where my character wanted to learn some more spirit magic, healing this time. The following text tells how the learning was handled - the GM running the game is quite exceptional GM and I've learned a lot from him.
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.
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.
Just a short heads-up - Heroic Maps is having a sale, giving -75%(!) off it's EXCELLENT maps! I wasn't happy to see it this late, as the sale is a christmas calendar sale, one product at a time being sold at a fraction of it's cost. Today's item is Lostwhere forest, which look to be forest terrain I tried to find before settling for D&D wildeness tiles, which are handy but far from the looks of this map!
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.
There's a nice amount of sales here and there and also I've been browsing and doing some purchases here and there - both physical maps (or actually tiles) and printable ones. I've found good ones and also seen little disappointments.
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.
The story starts where the previous session ended. Doris, Falchor and Godzul have been jailed for drunken hooliganism, and Tereis had been carousing elsewhere, surprisingly having not got into this big trouble. This shows an excellent example of how after adventure partying can set up the next adventure!
Today, I finally started my Beasts & Barbarians campaign. We were able to start after our little girl got to bed and played more than 4 hours. Savage Worlds wasn't that fast this time, the last fight of the night took quite long. Still, it was eventful and full of action, so I don't think a bit of slowness was a bad thing. And as everyone's getting more experience with the system, I have no doubts about the fights getting faster.
The campaign continues after a half-year party! Falchor's player has left the game and a new player has entered the game. Godzul's player wasn't present and Falchor was looking for Godzul (who apparently was arrested for Drunken hooliganism, just like Doris - together they had somehow become owners of an tavern!). The group met near the marketplace where an execution was about to take place.