I picked one of these up at Party City a few weeks back and never really did anything with it.
This past weekend I got a bit creative with some craft paint, some cardboard and some paper towels to make some mounts for my D6 Fantasy game. Horses for the humans and elves, and a wolf (made from the dog model in the pack) for some goblin and halfling NPCs.
Some horses and a dog mount for my D6 Fantasy game.
Hired by the local Mine owner / Fat Cat, Avery Diazo to clear out his mines and put an end to the killings surrounding the place, the Long Shots’ time of rest and healing is interrupted by a murder investigation in the small down to Telgam. The events that unfolded over the next few hours did little to abate their uneasiness of the world below the city, and have solidified Jerrede’s hostility toward the humans in town. But what’s really going on in Telgam? And what did the city’s long-entombed Vampire teach them about the city sleeping above their heads?
Sadly, bringing the new dungeon tiles was about all I had for preparation – because I’d left all of my notes, maps and character sheets (basically my entire Current Module folder) sitting at the house. So I flew it by the seat of my pants and everyone seemed to have a good time!
The players, readers and carpal tunnel of Thirdwaller have all requested a “cease and desist” on full session recaps here on Thirdwalling. So instead, beginning with this entry, we will cover highlights of unique mechanics or fun encounters – including notes on setup, research and background.
Last night, the Long Shots were exploring the Heart of Korrigan – the glacial center of the dwarven capital of Korrigan as part of the Trials of Everrun campaign. Some of what happened last night is still waiting to unfold – so we’ll be light on the details until the players have fully explored the in-game mechanics behind the ritual they encountered – but they’d gotten wind that a ritual was taking place underground, involving a being called “Nef” that everyone seemed to be terrified of. As they approached the site of the ritual, the local Ia (ice trolls) and Eira (ice goblins) were more intent on fleeing the scene than standing to fight.
After taking out the door guards – and the Cold Ones – they Bran-ed (that’s a verb, now) their way through the door (Drip Dry had stepped out for a phone call, leaving the Leg-up to figure out the puzzle of the gate) and into the Ritual Site. Look beyond the More Link for more write-up on the mechanics of the ritual –
This post is automated – Thirdwaller is taking some time away for a family emergency!
Disputes at the table can be intimidating to a game masters – rookies and veterans alike. Many is the failed campaign that can attest that disputes can be treacherous ground – capable of tearing an entire gaming group apart. In fact, a particular rules dispute in Thirdwaller’s very first attempt at running a Star Wars campaign in 9th grade has forever tainted the opinion of one player such that he will not game with Thirdwaller as a game master anymore.
But what is a game master to do when the rules don’t cover a topic – or a player more versed in the rules (looking at you, The Fez) has a different interpretation of the rules? How the game master handles the interaction is almost as important as the ruling made. Handling a dispute correctly will show the players that the game master wants and respect their feedback, that they’re open to the player’s opinions and that the game master is not “out to get” the players. In other words, how you react to your players’ questions, problems or disputes will tell them you aren’t a d!ck game master.
In every discussion I read pertaining to Role Playing Game tips and rules, regardless of system, publisher or genre, there is a variation of the same rule that pops up again and again. This recurring theme even shows itself in the core rules of role playing books like Vampire: the Masquerade where it is called things like the Golden Rule or Rule Zero. Whatever the name or system, the theme is always the same;
The Game Master Is Always Right.
Wow, no pressure, right? In this multi-part series Thirdwalling will discuss this premise and equip game masters to navigate the treacherous waters of the Golden Rule.
Nothing is more frustrating than waiting for a disorganized player to find their dice or figure out a skill roll.
Arriving at a game session with the necessary equipment is important, but being prepared to actually use it is equally important. As with most other aspects of life, organization is the key to a smooth gaming experience. So let’s take a quick moment to go over some things that you can do, as a player, to be more organized at the game table.
We interrupt our scheduled discussion on the Golden Rule to bring you this quick tip instead:
It is a peaceful day in Townsville, the birds are chirping and the trees are green. You wake and dress, kiss your wife/husband/Dead God goodbye and set out to work at THE SHOP. After polishing the counter and arranging your merchandise the bell over the door chimes to let you know you have your first customers! There are four of them and their armor and gear is impressive to behold (even if their swords are suspiciously blood-soaked and you’re pretty sure the one in the leather just stole your “OPEN” sign).
They approach, and their leader proclaims, “Merry met, shopkeep. We are the Long Shots, on a sacred mission of impressiveness from the King himself. What do you call yourself?”
A bit audacious, but you’re glad for the money. So you reply, “Why thank you, sir! I am…” but before you can answer, a voice interrupts, “Oh, crap. I don’t have a name for him, man. He’s not important. He’s just a shop keep. What do you want to buy?”
Wait… what? Who said that? Was that… was that God? Are you there, God? It’s me, the shopkeeper. Please give me a name!