When designing or running an adventure, you need to be careful about how you use details. While details can make a story alive, they can also make your players fall asleep.
A classic theme in fantasy games, this cemetery terrain has gained some inspiration from Baldur's Gate II: Shadows of Amn and Montmartre cemetery in Paris. These terrains have often seen use in rpg's, and they really bring atmosphere.
Plaster cast in mold (statue, tombstones, wall on the background)
Cardboard (Crypt walls and roof, bases, thinner obelisk parts)
GRAmel, which has recently become my favorite publisher, released a free Halloween -themed adventure for Beasts & Barbarians. The whole Beasts & Barbarians -series is most fascinating and this adventure is no disappointment. I read the adventure through and it's one of my two options to run next sunday, even if I usually dislike ready adventures.
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!
Having heard that abilities are being rolled again in DnD Next made me think about randomness in character creation. I'll have to say that I've missed random ability generation, and I'm a bit bored of creating exactly the character I want. Rolling the scores (dropping the lowest d6) and then assigning them to abilities you want has something I just like.
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!
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.
In a recent discussion about roleplaying mechanics I heard an opinion mentioning that character flaws should be a disadvantage and therefore rewarding well for playing them isn't something that should be done. My way of looking at flaws is completely opposite. While flaws are in general supposed to be a tool of balancing (or in practice min-maxing) characters, they work best as a tool to bring atmosphere, good story and drama to a game. And for this purpose, they work best if players want their flaws to cause them problems.
I told you briefly about Arcane Legions miniatures in my first post about miniatures for Sword & Sorcery. Now I'll give you a bit more insight of these minis if you consider using them in a Sword & Sorcery game - or any ancient era/fantasy roleplaying game.