More lateness on the links. I’m home today with a fairly gnarly head cold that’s trying to move into my chest. This frees up time for alternating between huddling under blankets to try and stave off the fever chills and standing in front of the open freezer because of the hot flashes. At least I’m not delirious from fever at the moment, but I’m sure that’s to come. Time to get this written before that happens. Right?
John had a great idea of using Fiasco to bring new players into the hobby of role playing. He did his homework, adjusted the game just right, and pulled it off! I think this is a great approach for an introductory session into the hobby. Excellent work, John! More details, as usual, in the link above. (PS: You can find a link to the free PDF on what he did near the bottom of his post.)
Mike’s post on truth and falsehoods (and what composes those things) is fantastic. As usual, Mike takes something that is “common knowledge” and breaks down into a cohesive, coherent, and complete document that allows for deeper introspection. Go check out this great article. Don’t take my word as truth that it’s great. Go prove to yourself and see if he has any omissions or errors. 🙂
This made me think about IOUs, bank notes (that can only be claimed at certain locations), the Templar’s system of encoded notes allowing merchants to claim money on “the other end” of a journey from another Templar, tokens, and other forms of currency that are only valuable to certain people. I think the next campaign I run will be a thief-based city-only campaign, which is where things like this would be highly common. Instead of finding 2,000 GP in a merchant’s pocket, the PCs may only find an IOU or exchange note or something like that. What great fun they’ll have trying to find a way to turn the slip of paper into liquid assets!
John (Fredericks this time) over at Gnome Stew has a great breakdown of the different ways different mechanics can breakdown applying damage to a struck target. I like the breakdown quite a bit. I’ve always been a fan of having a weapon do a set amount of damage that is then modified by how well the strike lands. This will prevent the dagger from doing 4 points on the same round a great sword applies 2 points of damage. Thanks for the breakdown, John!
Holy Heavy Article, Batman! I’ll admit that it took me several reading sessions to make it through this lengthy article, but it was very much worth the time and effort. If you’re thinking about homebrewing a campaign, go check out this article. If you’re about to run a pre-written campaign (like one of the Pathfinder Adventure Paths), I think this article is still worth it to get a better conceptual grasp on how campaigns are structured. It’ll help you build (or understand) campaign structures and allow for a better narrative flow throughout the entire effort. Mike does delve into sandbox details as well, which I think is how this article grew to be so large. The transition between “basic campaign info” and “sandbox campaign info” was so streamlined that I didn’t even notice the shift until I came back to re-read it for this post. Another great article, Mike! Thanks for sharing that with the world.