March 16, 2010

Temptation

One of the more fascinating and fun things that can happen during a campaign is temptation; the desire a character has for something he should not. This often entails doing something non-heroic or “walking on the dark side”. Too often in games temptation is overlooked or not emphasized. If a character does something “evil” it is ignored or has little to no impact on the game.

And yet, presenting a group of players with the ability to have something they know they should not accept can add a new dimension to role-playing. Some of the best struggles seen in books and film center around a character fighting against his darker urges. Will Luke Skywalker give in to the Dark Side? Will the hero kill the villain in revenge or abide by the law?

[More]

March 12, 2010

Grau- 4E Monster

Grau

Within the Shadowfell there are hidden places and sometimes a creature will hide therein. The race known as the grau chose to do just that. They sought to find a safe place for themselves away from the other races and creatures native to the Shadowfell. They found a place deep and well hidden and named it the Grey Cleft. However, unknown to them, within it was a connection to the Far Realm. Over the years, prolonged exposure to the Far Realm altered them. They began to lose their native shape and form and began to gain the insubstantiality of shadow.

[More]

March 10, 2010

Dynastic Campaign Part Two

In the previous article I discussed the concept of what a Dynastic Campaign is, how it can be set up and run. This second part will detail a couple of sample campaigns and how the generations can be laid out over the course of the campaign.

[More]

March 9, 2010

Dynastic Campaign Part One

I have seen games that allow a player to build kingdoms and large organizations. I have seen game mechanics for playing the children of your current character; giving them inheritance and bonuses dependent on how well the character did before he died or retired. However, I have not seen a system for playing a dynastic family through several generations, as they change a campaign setting.

The basic premise of a Dynastic Campaign is that the story of the campaign is spread out over several generations of a family or organization. The idea is that no single character will be able to participate in the end of the campaign; instead one of his heirs will do that. The campaign is not defined by what is happening right now, not by singular adventures, but rather one in which a grand story is being told over several generations of characters, all linked through a common cause and ties of blood.

[More]

March 2, 2010

Quick Update

Just got power back after being down for 5 days.  Unfortunately, I couldnt access my articles so am now a bit behind. I usually try to post on Tuesday and again later in the week but we'll see what we can do.
I've been playing with the layout and am not done yet (I especially need to fix the logo). Let me know if it is horrible but so far I like it better.
Fixed the Caedes monster as it was waaay overpowered. Hopefully now a group of them are killable.

Hope to have something substantial posted soon, cya all later.