In order to satiate your hunger for comments and cool links, I’m back on track this week to provide an actual Friday Five. As an apology for the past few weeks, I’ve tossed in three more links that I just couldn’t go without calling out and linking to.
This is a great list of every 1st Edition adventure ever made. I love it. If you bookmark the page and come back to it (or just follow metaDM’s RSS feeds) you’ll find that he updates the page with links to pages where he goes into great detail about each adventure in the list. It’s really cool stuff for anyone interested in adventures from the “good old days.”
I’m a security expert (a fance certification and a masters degree in the area, plus I work in the field) so the phrase, “security through obscurity” caught my eye. This style of security is never a good thing, because nothing on a network or the Internet stays obscure for very long. I love the idea of “fantastic through obscurity” though because it allows the GM more free reign to come up with whatever he pleases. This, of course, requires a high quality GM with a great imagination in order to do this kind of thing. Like most people, I tend to avoid the mediocre GMs, so I love it when my GM comes up with a bigger, better or more bad-ass way of “creating” a magic item or artifact and dropping it on the party for them to figure out how to use and apply to their situations.
When I first read this title, I thought, “But I’ve never even heard of it! How could it be the most popular game ever played?” After reading the article, I’m now fully aware that I’ve played this game damn near every session of every game that I’ve ever played. I’m sure you have to. Oh, wait? Not sure what the game is? Follow the link!
One of the best traps that I ever encountered at the gaming table was at a conference back in summer of 1991. The GM tossed out a 2D Tetris-style puzzle, and we had to fit it together. Between the six players at the table, we were all either spatially challenged or exhausted (it was near the end of the conference) and we just couldn’t get the puzzle to go together properly. However, for each of the squares that we put in place to cover the baseboard of the puzzle, a square hole in the prismatic wall in front of us vanished to allow us to pass… kind of. Since we didn’t complete the puzzle, we had parts of the prismatic wall intact in front of us and had to roll dice (dex checks, if I recall) to get past the wall without touching the light. If we failed, then we rolled on a chart (per prismatic spray) to see what color of light we touched and suffered the ill effects. It was a great moment in gaming for me. I highly recommend this style of approach for traps for all GMs. Make the players think their way through it, and make the characters roll their way past the rest.
I love this concept as a way to speed things up. I really need to do this more and more often. Of course, I’ve said this plenty of times and still haven’t managed to make it a hardcore rule of mine. Maybe if I announced it at the start of each session it would remind everyone (including me) to not touch the rule books during the play of the game.
This is a great list of motives for all sorts of characters out there. I highly recommend taking a gander at this (even if you’re solely a GM) because of the great ideas that can be culled from the list.
Wow. What to say about this one. I’ve skimmed this article three times and read it through once, and I’m still trying to absorb everything it says. If you follow the link (why wouldn’t you,) I highly recommend that you read the whole thing. Yes, it’s a long article, but don’t pull a “TL;DR” on this one. It’s worth your time!
I love long, in-depth articles that make me think. This isn’t one of those hefty tomes of a blog post, though. It’s a quick in-n-out kind of read that really highlights what a Bad Guy should be if he’s going to be a memorable person in your game. PS: If you’re a fiction writer (like me) then this isn’t a half bad list of things to apply to your “Shadow” character or Major Villain.