Price I Paid: $4.00
Available On: PC (Reviewed), PlayStation 3, Xbox 360.
It’s a humbling experience when I start raving about something only to change my tune before it’s over. It’s the same feeling I suspect new parents have after two months of insufficient sleep from a crying newborn. Understandably, you might think that you know what I’m going to say about Kingdoms of Amalur: Reckoning and stop reading now, but don’t. It’s not because I get paid when you click to read the full review (because I don’t get paid anything for this), but because there was so much the game did right. Despite my wavering feelings for it after twenty-some hours, you may find it to your liking. Continue reading
[Very stock-looking stock image courtesy of Pixabay.com]
I’ve been kicking around a campaign mechanic for a while, so I thought I’d document it and share it with you.
The idea is that each player character gets one useful item or ability that has a drawback or they can’t use it with too much frequency. Continue reading
[Image provided by pixabay.com]
The party crosses a swamp deep in the woods. A collection of two types of carnivores and three types of herbivores drink from the swamp and wander around without fearing or eyeing one another. The creatures can be anything that fit the setting and challenge rating of the players. I’m going to use dinosaurs as my example creatures. Continue reading
[Image provided by Pixabay.com]
This is as much one method I use to keep from railroading players for others to use as it is an invitation for you to share your favorite methods with me and others. Finding the balance between planning an adventure and letting the players influence or change the outcome is a difficult task for any GM. While there are many ways to do it, here’s one I’ve used that works well.
Have a specific goal but get there in broad strokes. Continue reading
[stock image courtesy of maxpixel.com]
One of the most enjoyable times in an RPG is when the group has “that moment.” That moment when all of the characters work together and accomplish something incredible that none of them could have done on their own. The event could be anything from taking down a tough boss to orchestrating and pulling off a heist. I’m sure many of you agree when I say I want those moments because they show how we at the table are working as an empathetic and reactive unit rather than five or so people with different agendas.
While I find it impossible to manufacture those moments, I have found three things that help nurture the environment that helps to create those moments. Continue reading
Giving up is easy. Staying with it is worth it.
We’ve all had those moments in RPGs where it didn’t go how we thought/hoped/planned/prayed it would go. You took time crafting a twist that no one cared about. Players derailed your campaign. The GM railroaded the campaign. The new group didn’t gel. The list goes on. If we all gave up when we failed, none of us would still be playing. Here are some tips I’ve learned from my own failures. Continue reading
[Image provided by pixabay.com]
Witch-Knight Vincal’s Magic Seeking Halberd: Slayer of the Wise
Witch-Knight Vincal’s Locking Gauntlets
The Helmet of the Witch-Knight Vincal
While Vincal used most of her magic offensively, she had a few tricks when it came to defense. The intricate, overlapping plates of her armor looked strong and sturdy, convincing most observers that harming her with a strike would be a difficult task. The key to her armor, however, was not its thickness or masterfully crafted design; it was how it manipulated her spells to keep her alive. Each plate is enchanted to tune them to the soul of the user. Continue reading