Steal My Idea: Side Quest: The Ring of Exponential Value

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[Picture courtesy of Pixabay.com]

Totally unrelated to anything going on in my life right now (feel free to read that in a sarcastic tone), I thought I’d make this Steal My Idea about fun and interesting side quests you can insert into your game. You can use these quests as missions that tie into your story, related but not critical to the main story quests for your players, or as fillers so your players can have fun because you didn’t have enough time write up a full adventure.

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Steal My Idea: Two Encounters and a Trap Your Players Won’t See Coming

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[Picture provided by Pixabay.com]

I love surprising players. Even if your players are in a skeleton-lined tunnel made by kobolds that leads to the tomb of Loki, you can still surprise them with a good trap or encounter.

I’m not including stats for these traps and encounters. They are ideas you can use in basically any system and any level, so shape them according to your group.

 

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Steal My Idea: 3 Level One Characters Ideas You Might Not Have Tried (Amnesia Is Not One of Them)

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[Picture courtesy of Pixabay.com]

Level one (or its equivalent for whatever system you’re using) is a great place for characters to start in a new campaign. However, because level one characters don’t have impressive stats, skills, or abilities compared to what they will have, it’s easy for some players to make relatively young and lacking experience. Playing an inexperienced or young character now learning the ropes every time you start a low-level game can get old. If you need some ideas, here are some you can steal to can make a more interesting and experienced low-level character. Continue reading

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Steal My Idea: Too Much Table Talk? Ideas to Encourage Role-Playing and Staying in Character

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[Illustration courtesy of Pixabay.com]

Table talk (discussing what to do as players) is great, but too much of it can squash a good campaign. It’s easy to slip into using player knowledge about the mechanics or content of the material to deduce the best solution for the situation knowing things their characters would never know. Unfortunately, it cheapens the game, both for the players and the GM. It’s something I sometimes do as a player as well, so I wanted to share some methods that both players and GMs can do to help make role playing more integrated into the game itself.Recently, a friend asked me if I had any ideas to help encourage or reward role-playing, so I wanted to share it with everyone. Continue reading

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Steal My Idea: 3 Curses Your Players Won’t Expect

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Image provided by Pixabay.com

When playing a tabletop RPG, especially one with a familiar system or world, it can be hard to surprise your players. Many people know what a mind flayer does or how barbarian rage works or what a basilisk’s gaze will do to your complexion. I love creating new content to throw my players off. Curses, I’ve found, are a great way to add some misfortune and ratchet up the tension by introducing something they didn’t expect and cannot necessarily predict. Continue reading

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Superheroes without Comics

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[Picture courtesy of Pixabay.com]

While I am a fan of the superhero comic genre (Shadoweyes, Spinerette, and Danger Club for example), some of my favorite superhero stories and universes are not from comics. They’re often overlooked because comics are almost synonymous with superheroes, I wanted to show some love for a movie, a tabletop  RPG, a cooperative card game, and a novel. Continue reading

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Late to the Party: Resident Evil Six

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Reviewed on: PC (Steam)

Original Release: October 2012. Released March 2013 for PC and re-released for PS4 and Xbone March 2016.

 

I love enjoyably bad things. Things like cheesy fantasy movies with grand ideas and a $15 budget and melodramas that have no talent on display. This is true of games as well. Army of Two  and Gears of War 2 are truly bad games to me, but I had a blast playing them with friends. Resident Evil 6 fails and succeeds at so many different things, I’m not sure what kind of game I could categorize it as.

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