Another week of great posts by great people. Nothing much new to report here, so I’m off with some links!
Mike calls this a “filler post” for lack of time to work on his regular series he has going, but there’s nothing “filler” about this one. Travel across landscapes (especially at lower levels [pre fly/teleport spells]) can eat up tons of time for the characters, but it doesn’t have to translate into tons of time for the players. I love Mike’s breakdown of the different depths of describing travel at the various levels. I think he hit the nail on the head. Once the “routines” and “marching orders” are established, then getting on with the game to the more exciting things is usually where I head. I will give details about new environments the characters encounter, and then tell the players something along the lines of, “… and you see that for the next 3 days while you travel across the landscape.”
I’ve restarted campaigns quite a few times. John gives some great advice on when to do it, why to do it, and how to do it. He hits a great set of points when he says that the new campaign should be geographically distant from the old campaign and involve new characters. Yeah, this pretty makes a whole new campaign, but that’s the point of wiping the slate clean.
I love this curse! It starts out with some good stuff for the player and eventually develops into something the character probably doesn’t want. This is much better than the “standard” D&D/Pathfinder curse that just inhibits player actions during eventful scenes. Good job!
I used to run RPGs at school. We’d talk about it between (*ahem* and during) classes, and run the main session at lunch. I’ve never considered starting up a game while at work. I’m not sure why. Perhaps I never did accidentally run into a critical mass of players while at the Day Job. Perhaps I should start keeping an eye out for them.
This is part three of Mike (and others) talking about spell components. This one focuses on a checklist or outline of sorts on how to develop mystical elements for use in spells, rituals, and the like. This makes coming up with some of these items a breeze. I love it. Thanks for the template on creating very cool things and for giving some very fine examples!
A summoner’s lair, complete with summoning circle in the back room. Excellent map, Dyson!
Yeah. I’ve had players meet for the first time in a tavern. It’s useful, but boring. I’ve also had them save taverns (usually when they had a financial stake in the business), but I’ve never intro’d the part to one another in such a manner. Cool idea! I like it.