Amongst the many aspects of role playing games, taking and losing life is a big part of most. Whether you are running or participating in games you can almost always predict that at some point, somebody or something is going
Author: rob
Optional Rules for Fantasy Magic Failure
I voiced my wish to see some chance of spell failure in D&D in my recent post about Fantasy Magic. Having been called out by Bonemaster I have put together my suggestions as to how to use spell failure. My
4 Tips for getting the most from Fantasy Creatures
As a GM, the fantasy creatures you add to your gaming sessions are your characters and for this reason probably the most important aspect of the game as well as the one that can give you the most pleasure. In
Roleplaying Names
Coming up with plausible names for characters, NPCs and even the villages, towns and cities in a scenario or campaign can be a bit of a bind. I love to think I have a creative mind but I often go
Wizards and schools of magic
Some further points concerning wizards cropped up this weekend in an interesting thread on the RPGNet forums started by Count_Rugen. I posted my thoughts on wizards a few weeks ago including how I voluntarily limited myself to the unfashionable Necromancy
Origins of Magic in a Fantasy Roleplaying World
In my recent article about fantasy magic I complained about the lack of any explanation for the phenomenon of magic in D&D. Now to be fair to Wizards of The Coast, the more recent editions of the game have a
Wizards Spell Books
Another thought dawned on me in the context of my recent Wizards article in the context of spell books. How accessible spells are is a huge influence on the breadth of power available to your mage. Corvell is primarily interested
5 Roleplaying Tips
Staying in character is perhaps the hardest part of roleplaying and after many years gaming I still find it hard, especially when confronted with a brain teasing challenge. Here are my tips for staying in character. Tip #1 – It’s
Roleplaying
When I sit and ponder the games I am involved in, a lot of the time is invariably given over to considering the relationships my characters have with others in the game world. Whether it is about understanding the plot
Fantasy Magic
All the recent articles I have posted about wizards and magic have got me around to thinking about the mechanics of fantasy magic and its attributes. All campaign worlds need some kind of magic, some way of harnessing power to
Fantasy Armour
Like fantasy weapons in D&D, I believe armour defines the warrior. Conan in plate never really works for me nor do knights or paladins in studded leather. Or is this really true? Campaigns do not really have many boundaries and