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  1. The difficult puzzles

    There comes a time in every campaign where a DM has to sit back in his chair as he plans the doom of his players, and he finds himself bored with the hack and slash combat encounters. It is time to throw a puzzle at the party. A lazy DM will simply find a riddle and ask the players to solve it. The problem with doing this, is a tabletop group will groan and turn to whoever is clever and make them solve it, and this takes it out of the game, especially if the smart guy happens to be playing a barbarian ...

    Updated 05-21-2010 at 06:37 AM by Teksura

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    Stupids , My Game
  2. On the Failure of Fumbles

    Fumbles. They've never been anything more than an optional rule. While there have been, on occasion in different versions of the game, printed rules for fumbles, these have never been part of the core rules. Yet it seems most groups use them. That's not a bad thing.

    However, I have come to the realization that most GMs use fumbles without considering the full implications of the set of rules they are using. So I'm going to lay out the implications of fumble rules.

    ...
    Tags: botches, fumbles Add / Edit Tags
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  3. The Role of "Monsters" in Combat

    Something that a GM needs to remember when designing foes for the players - especially foes created using the same rules the players use (humanoid enemies with class levels), is the difference in role between a PC and an enemy.

    A PC sticks around. He faces, (in theory) on average, four encounters a day, every day. Generally, the player who makes him is planning on playing him for the duration of the campaign. The PC is created with the intent to live.

    An enemy doesn't ...

    Updated 03-14-2010 at 10:50 AM by Ghostwheel

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  4. Game Concept: Time Wars

    This is a game concept I have, and at some point would like to run. Still, I thought I would put it out here for discussion and if anyone else wants to create a game running from it, feel free!

    The Time Wars

    For centuries the order of Time Chroniclers studied the past, never interfering but just watching. They had learnt to manipulate time beyond others means and studied the past and present recording their learning, sometimes sending them into the outer world.
    ...
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  5. The new TTW

    So, since this is my first blog and this is my first post I figured I'd do whats hip and comment on the new TTW.

    First of all, I'll miss the old blue background, but I like this one as well. This means I won't be ready to strangle anyone using blue or black text as they were nearly unreadable on the old backgrounds, a pronounced issue in some Play by Post games.

    Secondly, on the current errors. I can say these were completely unpredictable. I was one of the people who ...
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