Faith Safe There’s a contradiction in these. On the one hand a true believer would want somewhere they could put their beliefs to keep them from magical or spiritual damage. But in doing so, they open themselves up to the concept that their faith is not absolute and unshakeable. The
Pitched Fork All too often the Bard in the party will be trying to sing with a zombie right in their face. If the terror of undeath doesn’t put them off their melody, the smell will. The Pitched Fork by the Sonorous Sisters is a simple two metres of oak
Soul Window Ever wonder quite what is going on in another person’s head? I’ve often wondered that during tiresome escort quests when my charge seems determined to get themselves killed. If you’re willing to completely violate their privacy, then a soul window from Baqlathana’s Mental Workshop will let you see
Breakfast Vinegar Say your baggage has been stolen and you’re lost in the mountains. It’s been days since you last ate and you don’t care what it taste like as long as you can eat it. With a few drops of this enchanted vinegar anything can become a nutritious meal.
There is a perception that all RPGs lie somewhere on a spectrum. At one end there are games which attempt to simulate a world and the player is bound by the rules of that simulation – e.g. the character starts with certain amount of gold, a fixed number of spells.
A critical component of good game design is how the game’s mechanics mesh with the game’s narrative. If the these elements do not align the player’s ability to suspend disbelief is challenged. For example, most games have mechanics which allow a character to attack at a range but the narrative,
Fate True prophecies involve predetermination, a fixed time-line or gods of fate ensuring things happen. Which means the prophecy will be fulfilled regardless of what the characters do. As railroading the players this much is something most GMs avoid, adventures focus not on stopping the prophecy but on making sure
There is an almost universal trope in tabletop RPGs that a player (other the GM) only has narrative control of their own character. That is, they have very little ability to create and define parts of the world – the narrative – the character exists in. When creating a new
2016 and its December RPG Blog Carnival have now come to a close. It has been 6d6 RPG’s pleasure to host the theme of Garbage and Sewers. So as the big top is taken down and the midden is filled over, let us pick through the litter of the contributions.
Where are the toilets on the Enterprise? It may seem like a silly question but waste is an important part of life and therefore a potential source of role playing. For GM’s, thinking about toilets and garbage can give rise to deeply unpleasant monsters (shit elementals), places for adventures to