Friday Five: 2011-03-25March 25th, 2011
This blog is a new one that I found that is packed full of great history and stories. The main reason I linked to this page is for the concept of having children in the game. Not as PCs, but as NPCs of the PCs. I’ve only done this in rare times because of the complications it brings to the table and could potentially force a player to stop playing a character they like for a while. There’s a d8 chart at the bottom of the post that is of great interest to me. I might take something along those lines and incorporate it into my own RPG that I’m doing. However, my RPG is d10 (or in some cases d%) based, so there will have to be some math changes to the chart. Either way, it’s an interesting idea on coming up with the stats of offspring of two characters with known abilities.
ChicagoWiz has a great post on how to make your own miniature carrier. It doesn’t look too hard, and I think it’s a great idea. Similar rigs that are already built for you can cost hundreds of dollars. His total outlay in this case was $40 and several hours of work. I think it’s a great end result, too!
This is one thing that has always bugged me about any version of (A)D&D… what materials are needed to make magic items. Sure, with the advent of D&D 3.0 (and into 3.5, 4.0 and Pathfinder) they came up with spells/skills that are needed to craft and item, but not what raw materials are needed. Yes, I know that the materials need to be masterwork, but what about needing the spleen of a basilisk or some other part of a creature to formulate the variety of miscellaneous magic items that are out there? I know. I know. It’s tedious to come up with all those requirements and then publish them all, but think about all the grand side quests (or even primary quests) that could come out of such lists. Imagine a magic item artificer running low on an ingredient and then putting out word to the locals that he needs a group to go find him three stomachs of freshly killed harpies in order to complete his next item. What a grand idea!
This is one of the most logical ways of breaking up hexes that I’ve ever seen. It’s a great way to notate where in a wilderness hex something lies. Just fantastic!
The popular opinion amongst GM’ing circles and blogs is that you should almost always say “Yes” to a player request. However, there are some times when it is OK to say “No” instead. Matthew has a great breakdown on how to go about this and when to do it. I have a case-in-point from my own experiences. The GM was starting with a fresh world and had only detailed out part of a continent that was roughly based on the cultures and nations found in medieval Europe. Pretty standard fare so far. In the inaugural campaign in the world, one of the players insisted on playing someone from an Oriental-style culture. The GM didn’t even know where in the world the guy would be from because that portion of the world had not been detailed, and the GM didn’t know if he was going to even include something like that to begin with. He had to tell the player that he couldn’t use the character concept or background because it didn’t fit in the world. The player had a fit and pointed at me, “But he made a halfling merchant! How are you going fit halflings into your countries?!?! How do you even know there are merchants around?!?” Yeah. The player basically totally lost it and started in with the spurious arguments. Unfortunately, it was the beginning of the end for that player-GM relationship and the player was asked not to return to the table several months later. The point of all of this? As a GM, you have to know when to stand your ground and say “No.” As a player, you have to know when to accept a “No” even if all you’re used to getting is a “Yes.”