Articles by Fitz

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Welcome back!

Hey there…

Yes, Moebius Adventures is still alive. No, I haven’t faded into the great beyond with the Maker and the Mother. Well, maybe just a bit. It’s been one of those crazy things. Started a new job in June 2009 and have been running like a madman ever since.

Thankfully, I have a monthly D&D 3.5e game to look forward to this weekend. We’re playing one of the Pathfinder modules and it’s been interesting so far. Plus, a good friend of mine who recently moved here from California is joining us finally so I’m looking forward to gaming with him for the first time in about 20 years.

As for the Moebius Adventures system itself, I’ve still got a massive revamp to write up. Have some notes and will be looking for playtesters soon. If there are any takers, let me know. It’s a universal system, but I’ll be kicking it back off with a low fantasy adventure again.

After that, I just need to get my arse in gear and get writing, revamping, and testing.

So I hope all is well in the land of the living. I hope to join y’all soon. :)

–Fitz

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I suspect that we’ve all had that moment while gaming when our characters finished a battle or encounter and suddenly had a whole lot of loot to determine how to divvy up and carry out. It’s a gaming staple – doesn’t seem to matter whether you’re playing in a fantasy, modern, or futuristic setting. But it seems to happen a whole lot more while playing a fantasy RPG like D&D.

For some time now we’ve lived in a world where computer roleplaying games (CRPGs) have been around. I remember playing Bard’s Tale, Might and Magic, and the Gold Box Forgotten Realms computer games like Curse of the Azure Bonds to name a few. And from then to now, the general pattern is your character or party heads out to find bad guys to fight, you fight the bad guys, and then you collect the loot. You may not be able to haul it all away, so you leave useless items behind and take the good stuff until you can sell it.

Most of those games came out while I was in high school or in college initially. And I have to admit I played the heck out of them and enjoyed myself quite a bit.

But by that point I had already been playing RPGs (especially Dungeons and Dragons, James Bond, and a few other games) for a good 3-5 years. In that few years, I went from being the treasure hoarding munchkin to GMing and trying to achieve some kind of game balance. Though it was fun to kill the monster and take the loot, that wasn’t necessarily the goal any more by the time I left that period of my life.

And yes, we did all the munchkin things you’d expect. It was 1st edition D&D so we were kicking butt and taking names, even going so far as fighting Tiamat in her lair. (And it’s been asked, so I’ll answer here – no, I don’t recall if it was on her home plane or the prime material plane, but we did it nonetheless and got hoards of loot as a result.) We went up against the forces of Orcus. Did we die? Not usually – the GM and the mood at the time typically gave us enough room to survive. Was it Monty Haul? Of course.

That however was a phase. It lasted a while and then we got tired of simply collecting every coin, scroll, potion, sword, wand, etc. just because it was there.

Now if you look at CRPGs you see the same thing happening over and over because there’s no GM there to prevent it. We (yes, I’m just as guilty) stuff our pockets, backpacks, and saddlebags with everything we can get our hands on that is of value and leave the rest. The good thing is that we do run out of room so there has to be a bit of prioritization typically. The bad thing is that typically we have an infinite amount of time to gather, sort, and figure out where to stash everything.

Because I and many other gamers of our generation moved from traditional pen-and-paper RPGs to CRPGs, we’re less apt to take a CRPG approach to our RPGs.

Unfortunately, I’ve seen others that have gone the other way – from computer to game table – that just don’t get that you can’t haul off the kitchen sink and curtains or the other inhabitants of a particular city might take it the wrong way. Maybe you can do that in a dungeon after you’ve cleaned it out – there’s a certain amount of time you have there. But not every situation has the benefit of time.

Have other GMs and groups run into this bizarre trend? If so, have you solved it? And if you solved it, how did you solve it? We’ve tried lots of things, but logic doesn’t seem to work in this case. Or perhaps we just haven’t provided the right object lesson… I don’t know.

Thoughts? Anybody? Anybody? Bueller? Bueller?

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So when’s a door not a door? Obviously when it’s a window… But you don’t find too many windows in traditional dungeon crawls. Perhaps in the dungeons of a huge castle there may be a few high-class rooms with windows – but that’s about it. :)

Doors and doorways. We’re guaranteed to find at least one in almost every building. (Have to have some way in and out, right?) In the modern world, we’ve settled on a standard size for most of them, but there are still many variations on a theme — wooden doors, metal doors, glass doors…

But do they all look the same? Not usually. In some cases, the door itself is decorated for a particular style or color. In other cases, the door is the central focus of a larger entryway and the entire wall or wall section provides a larger area for visual effect. For some futuristic settings, we might see the standard spaceship door being the same everywhere as well.

Let’s consider how many doors in the modern world and potential futuristic settings are manufactured. For the most part, doors today are made in automated factories that eliminate the potential imperfections created by human artist. Some doors may be created by hand, but the majority are factory-made.

Now let’s go back to a gaming environment. Why do so many dungeon doors look the same in the typical fantasy or medieval setting? In the fantasy case, there may be an assembly line approach with multiple artisans in some places, but usually variations creep in from the tools used, the artists or skilled labor doing the work, materials used, etc.

So when designing a dungeon, we have to look at the big details and the little. Not every door has to have custom details, but it’s nice to sprinkle these details here and there to add a bit of flavor.

First, we’ll consider the materials used for the doorway. Even if your dungeon is a traditional one carved deep into the mountains like those of Tolkien’s books, you’re not likely to find everything to be made of stone. Doorways may be rough-hewn from the surrounding rocks or built of brick or small stones with the skills of a mason, but the doors themselves do not have to be the same as their surroundings.

For instance, let’s take a traditional wooden door. Many different questions may provide some interesting color to an otherwise unremarkable, everyday portal closing…

  • What type of wood is it made of? Oak? Teak? Mahogany? Redwood? Olive? Elm? Cedar? Pine?
  • Is the type of wood used the same as may be found in wooded areas nearby the dungeon entrance? Or was the wood brought in from a different locale and environment?
  • What type of construction was used for the door itself? Is it a heavy, fortress-style door, with vertical planks of solid wood joined by iron nails and hinges? Or is was it done with more of a paneled approach, indicating a more artistic eye of the architect, artist, or owner?
  • Does the door have an eye-hole or window through which someone on the inside could peer at any visitors?
  • Is it a single door? Double doors? Do the doors fold? Do they pivot or slide?
  • Does the door open outward (towards the visitor)? Inward (towards the inhabitant)?
  • Are the hinges on the left or right? Does it slide to the left or to the right?
  • What style of doorway is the door in? Is it a square door? Are the doors rounded at the top? Is the entire door an odd shape such as a circle, diamond, cross, etc?
  • What color has the wood been stained? Or has it been discolored by smoke, water, or fire?
  • Have any carvings been made into the door by the artisans? Or by the inhabitants? Were the carvings artistic, practical, accident, or idle hands?

What about a metal door? Stone door? Glass door?

  • Is the door merely a series of bars like a jail door? What metal was used? Iron? Bronze? Steel?
  • Has the metal for the door been plated in copper, silver, gold, or something else?
  • Is the door on hinges or hung in some other manner to allow it to open and close?
  • If made of stone, what type of stone? The same as the surrounding corridor or something different? Granite? Obsidian? Basalt? Marble?
  • If made of glass, is it truly glass or some type of transparent gem? What color is the glass? Is it transparent, semi-transparent, or opaque?

What type of hardware is on or around the door?

  • Does the door lock? Is it a traditional lock with a traditional key? Can it be picked? Is the lock broken? Is it a non-traditional key? What mechanism is used?
  • What type of hinges were used? Metal? Stone? Do the hinges work? Do they only swing the door open so far? Can they be fixed?
  • Can the door be closed again once open? Or is it stuck open?
  • Does the door have a handle? Has it fallen off? Is it functional?
  • How hard is the door to open? Can it open at all? Is it stuck in a particular position?

How old is the door?

  • Is the door as old as the surrounding dungeon? Or is it newer? Were there multiple waves of construction and reconstruction?
  • Has the material of the door degraded to the point where it is no longer usable? Has it been eaten away by rust, water damage, or vermin?
  • Is there evidence of other damage such as fire, weapons, claws, teeth in the door itself?

Who made the door?

  • Was the door hastily created by unskilled, entry-level, or slave labor? How about skilled labor or a true artist?
  • What types of tools were used to create it?
  • Did the creator mark the door with some sort of signature?

Obviously this isn’t an exhaustive list of questions! It’s just here to spark your imagination a bit. (Please let me know if you have any other questions you think of regarding dungeon doors and construction!)

When I asked a couple of folks to review this article for me, they (rightly) suggested that there had to be some way to make this information a) quick and easy to relate to a player at the right moment and b) something more functional than a long list of questions.

To answer these concerns, I present a two-part mechanic.

Part 1 concerns the PC and player. If neither is interested in the fact that a particular door on one side of a room is ornately decorated with beautiful, yet deteriorating wood moulding and some sort of an ancient story in pictographic form on the door itself… then why go to all the trouble of creating it?

The simplest way to determine if the PC might find something interesting about the door is to ask. What serves as the character’s Modus Operandi for checking out each door? Does the rogue in the party physically examine each square inch of the door top to bottom or simply do a scan for anything out of the ordinary? If the former, you can use Part 2 to create as many or as few details as you would like to share before they go insane. If the latter, you can focus on one or two details as necessary and move on.

Part 2 becomes a simple matter of creating a random table of descriptions. Use some common sense and random rolls to create a few doors. Place them where they make sense or create a table to randomly use when needed.

For example, you might have a set of four or five different descriptive elements…

Door Material (can vary based on location of dungeon/building) – roll a d20:

  1. Oak
  2. Teak
  3. Mahogany
  4. Redwood
  5. Olive
  6. Elm
  7. Cedar
  8. Pine
  9. Copper Plating (Bars or solid)
  10. Silver Plating (Bars or solid)
  11. Gold Plating (Bars or solid)
  12. Glass
  13. Granite
  14. Obsidian
  15. Basalt
  16. Marble
  17. Diamond
  18. Emerald
  19. Ruby
  20. No door (missing)

Construction Type – roll a d6:

  1. Single Pane
  2. Paneled
  3. Double Door
  4. Bars
  5. Folding
  6. Bricked-up entrance

Lock/Closure Type – roll a d4:

  1. Slide
  2. Barred
  3. Lock and Key
  4. Hidden switch or button

Door Condition – roll a d6:

  1. Rusted
  2. Rotted
  3. Burned
  4. Melted/Broken/Cracked
  5. In perfect condition
  6. Stained

Door State – roll a d4:

  1. Open
  2. Closed
  3. Locked
  4. Stuck (may be fully or partially stuck)

By using a combination of these tables (or others more suited to your own dungeon design), you could create a simple random table to spice up door descriptions a bit as the party works through the dungeon… Roll a d10:

  1. A once bricked-up entrance lies before you, a small pile of bricks on the floor. Beyond the bricks is an open heavy stone (basalt) door.
  2. In the doorway lay two massive mahogany doors, previously broken by someone else passing this way. A thorough rogue might notice the switch in the doorframe that once opened the double doors.
  3. A light pine folding door blocks the hallway before you. Barred on your side of the door with a rotten oak board, you wonder why anyone would try to stop anyone from anyone getting out from the other side…
  4. Diamond bars block this doorway. A pressure plate on the opposite side appears to be stuck with a rusty dagger, holding the door locked securely.
  5. A sliding elm door has been closed across the doorway.
  6. An enormous granite block blocks the doorway. Though locked, the large keyhole seems straightforward enough to pick…
  7. The oak double doors before you appear to be stained in blood. You suspect a crossbar has been used to lock the door on the other side.
  8. A huge, black obsidian door lies open in front of you, with half the door broken into pieces on the corridor beyond.
  9. Crude steel bars, their copper plating now green with age, block your way. In the center of the bars, you can see that someone must have bent them in an attempt to get through. A slender person may slip through or someone handy with lockpicks may pick the lock holding the door shut.
  10. You see a doorway, but no door. It may have been removed by the original tenants of this dungeon or later in its history.

Obviously no single table will work for all buildings or dungeons. But it’s nice to scatter a few doors that aren’t so ordinary as your usual heavy oak door burned by torches over the years…

Next time we’ll talk about corridors and see if they all really lead to Rome… (Wait, that may be roads…)

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Hi there…

Yes, it’s been a bit since I’ve put anything up here. My apologies. The holidays kicked my butt and I’m only now returning to the land of the semi-normal.

But with the terrible damage done to Haiti and the Dominican Republic, it’s made many of us take a hard look at our own lives and see what we can do to help. The good folks at DriveThruRPG want to help too. In return for a simple $20 donation – 100% of which goes to Doctors Without Borders to help with the Haiti relief efforts –  numerous publishers have donated products totaling over $1000 in value that you will get in return. I would call that a significant return on donation!

This is truly a once-in-a-lifetime opportunity to not only help out the people of Haiti, who desperately need your help, but help yourself in the process by getting this amazing collection of PDFs. DriveThruRPG will also be matching the donations they receive through the end of January, which is huge.

Check out the DriveThruRPG site here for more information.

But definitely drop by between now and the end of the month to contribute to this great cause – and get some good stuff for gaming as well.

Kudos to all the great folks at DriveThruRPG for this amazing effort and let’s try to help some people!

–Fitz

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When you see the term “Dungeon” – what comes to mind? I typically think of a few different things…

  1. The great TSR gaming magazine published for from 1986 to 2007.
  2. A board game published in 1975 by TSR to simulate some aspects of Dungeons & Dragons.
  3. A place where people were imprisoned or tortured.
  4. A series of connected rooms containing possible encounters or combat opportunities.
  5. A power metal/thrash band from Sydney, Australia from 1989 to 2005.

Though I still have a few issues of Dungeon magazine squirreled away in boxes and a copy of Dungeon! the board game, I can truthfully say I’ve never heard any music from Dungeon the thrash band. That said, let’s focus on #4 because we can kind of roll #3 into it.

We often encounter dungeons when we play roleplaying games. Adventures like the Temple of Elemental Evil come to mind when I think of dungeons and dungeon crawls where you enter with your friends and try to survive as many levels and encounters as possible to escape with your loot.

But if you look at the general description, a dungeon in gaming terms is just a bunch of rooms connected by corridors. That could describe just about anything, couldn’t it?

A while back, Johnn Four raised the concept of “5 Room Dungeons”, which are awesome. Just enough space to create a unique situation for a group of players. But what I loved was that they weren’t all underground in medieval settings. Sure, some were. But mixed in were temples, swamps, islands, and other locations that didn’t have to be underground. What a concept! (You can download many of the 5 Room Dungeons at Johnn’s Roleplaying Tips site.)

So we know about dungeons in the medieval sense. Usually these were sets of rooms that existed under existing castles, keeps, or other buildings to house criminals, political prisoners, torture devices, and so on.

What about other places? Why can’t a modern building be a dungeon? Think about a modern hospital. Aren’t the floors in a hospital designed in a manner similar to different dungeon levels?

What about…

  • Spaceships or naval vessels?
  • Laboratories?
  • Office buildings?
  • Cave systems used by freedom fighters or terrorists?

Aren’t they all dungeons of a sort? Multiple rooms connected by corridors. Each room may or may not have “stuff” in it. Each room may or may not have guardians or traps.

So as we go through some other topics in this series, keep in mind that dungeons don’t have to be in fantasy settings or historically-based adventures. A dungeon can be any set of rooms connected by corridors.

Think about that the next time you walk through your house, your school, or your office building.

Next time we’ll talk about doors and what you can do with them in various settings.

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Hi all…

Though we approach the end of 2009 with a little hope left in the tank, I’m truly hopeful for what 2010 will bring. More gaming. More blog posts about gaming. And possibly even the first Moebius Adventures product in a couple of years. Though 2009 has had its ups and downs, it’s been good to get back to things I enjoy doing and gaming is at the top of the list (next to spending time with my wife and daughters).

This blog has undergone a radical transformation from deadwood to once again showing signs of life. So we can only hope that 2010 brings more of the same!

I truly wish you all a very happy holiday season and a bright new year. May it be a good year for all of us.

Thanks for reading and a merry HO HO HO!

–Fitz

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For me, “perfect” is an unreachable ideal. There is no perfect game, but we can work and strive for as close as possible. If everyone a) stays engaged, b) challenges each other and the GM, and c) has fun – it was a success. Without the interplay between players and between players and GMs, there is no game.

Writer Sitting B&WSo I’m always looking for other perspectives on how to create good adventures. Recently I saw an article in Entertainment Weekly about John Lasseter of Pixar fame. In the article, he stated his team’s formula for making great Pixar movies:

1) Toil to perfect the story.
2) Tackle technical innovation.
3) Take creative leaps of faith.

Why couldn’t we take that approach and apply it to… roleplaying games? If you think of an adventure as an episode or a campaign as a movie series, why not see how they work with RPGs?

1) Toil to perfect the story.

This one for sure applies. Story is the backbone for getting and keeping player interest. Yes, I’ve played games where all you do is clean out dungeon after dungeon. But without a reason for doing that – a reason for taking that path – all you’re doing then is stumbling through the dark killing things that move and taking any loot you find.

Occasionally, sure. I like a good dungeon crawl as much as anybody. But without having a story to explain WHY your PCs should care about these little podunk towns, why they should rescue the damsels or find the lost treasure of Whosit… they’re just going through the motions. As GMs or designers, we need to keep story in mind from the very beginning.

So before designing dungeons or monsters or setting up encounters… Make sure you have a story first.

2) Tackle technical innovation.

Now this one I’m not too sure about. As a software engineer, I have to admit I’m always looking for the next great gadget or piece of software to make my life easier (99% fail in this regard, yet companies like Microsoft are still in business – go figure). But I tend to go old school with my gaming and leave the toys off the game table.

I’ve seen many interesting and detailed discussions about using new technologies like Netbooks or Google Wave, touch-sensitive displays, projectors, and so on. However, I’m most comfortable gaming with a few books, paper, pens/pencils, and real dice.

Some of you may like to go techie when gaming – but so far I’m not one of them.

So maybe this one doesn’t apply in all cases.

3) Take creative leaps of faith.

This one I can definitely get behind. With story, you have the beginnings of a latticework you can add plot, setting, and characters to. But without being creative in how you create and present the end result, even the best stories can fall flat.

One huge creative leap for me is trusting in your players to fill in the gaps. Without the PCs, there is no game. GMs are there to set the stage and the PCs have to give it life in my opinion. So involve them from the beginning – let them fill in the backstories for their characters, let them describe parts of the world their characters would know intimately – get them involved in the creative process.

Another huge creative leap of faith can simply be presenting a heck of an idea in the story. Mix and match things in new ways. Take the Chinese Menu approach – a few things from column A, a few from columns B and C, mix, smooth over the seams, and voila…

Will the Pixar/Lasseter three-rule approach help? It certainly can’t hurt by offering another perspective.

So what are the cardinal rules for you GMs or game designers out there?

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This post was inspired by a post at the KORE rpg blog about the topic. And it got me thinking, which is sometimes not a good thing…

monk_bwReligion is definitely one of those hot buttons in the real world, like sex, money, politics, and many other hot buttons. As soon as you breach the subject however, some people want to either convert you or condemn you – and neither option really appeals to me.

I’m an atheistic-leaning agnostic… or an agnostic-leaning atheist. Just depends on the day. From my point of view, religion is a good thing for a lot of people, so I don’t make a fuss about it. If you want to talk to me about religion, that’s fine – but I don’t like being preached to. Just a personal thing. The door-to-door folks concerned with saving my soul should just move along. (I’m nice about it, but don’t want to waste their time or mine.)

What’s funny is that it’s also not one of the things I typically think about in my roleplaying. I’m more likely to play a cleric or priest as an NPC than a PC, which goes along with my leaning towards creating worlds with conflict these days.

My Immortals’ Wake setting has a church – the Church of the Mother – that has been twisted in the last thousand years to preach a message of no tolerance. History in the real world shows that many faiths have had issues with tolerating views other than their own. And I wanted to bring that aspect into my setting.

And, as with all things, there are those people within the Church who are more liberal in their views of brotherhood than others. A militant arm has sworn to destroy a group of so-called “demons” simply because they are an affront to what they believe. Other groups within the Church are more tolerant of the “demons” and even helps them from time to time.

However, priests in my games tend to be focused on the personal aspects of the mortal condition – helping the sick and poor, aiding those seeking sanctuary, providing spiritual guidance, and so on – not just the traditional D&D cleric point of view as far as mobile MASH and holy smash unit. As mentioned, there are militants in the Church of the Mother who certainly focus on what they think of as fighting the good fight. But most priests would rather tend to their flocks than fight I think.

As such, my priest NPCs tend to be more philosophers and scholars than weapon-wielding crusaders of faith. They’re more likely to talk you to death than beat you with a blessed club. These folks are also just as likely to be warped by greed or lust as any other mortal, so they may not be the paragons of virtue they’re made out to be. They’re simply men and women doing a job they believe in (or want you to believe in).

This is not to say that they don’t apply their healing abilities to those who need them. Nor do they stray away from praying regularly to the focus of their devotion. And miracles do happen. But these are mortal representatives of their faith who only rarely become vessels to the divine power of their gods.

When you bring in the whole wizard vs. cleric debate and wonder whether a priest might directly oppose a wizard and try to have them lynched. Many priests would decry that wizardry is evil and therefore should be destroyed. But many others would state that if their divine hosts could work miracles through the faithful, why would they allow magicians of other types not to exist? What’s to say that the wizard isn’t working divine miracles of his or her own and simply doesn’t appreciate the divine side of the equation?

A priest whose power base is threatened might turn his flock against a rival wizard, but that would erode his power base. The wizard would most likely fall to greater numbers eventually, but how many members of the priest’s flock would die first? Wouldn’t that give them pause?

So there is definitely room for religion in my games. I’ve only had one player ever convincingly play a priest in a campaign I ran. But I’m always hoping for another!

How do you use religion in your fantasy games? Is it a force to be reckoned with?

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What alignment is your GM?

I had an interesting conversation with my GM last week. We somehow got onto the topic of how evil he was as a gamemaster. Honestly I don’t see him as evil, but I ran with it for the sake of ignoring some other things I really didn’t want to work on. :)

yinyangBetween the alignments of Lawful Evil, Neutral Evil, or Chaotic Evil, we decided that he was a Neutral Evil GM with some Chaotic tendencies.

A Lawful Evil GM is a rules lawyer and typically more interested in enforcing the letter of the law as spelled out in whatever game he is entranced with at the time. Mike definitely doesn’t fall into this category. I don’t think I even fell into this category when I was GMing either – I’m far more likely to either make a ruling and go with it on the spot or stop the game to get into a philosophical debate about why it was phrased the way it was. (Occupational hazard when you’re the one who wrote the game.)

A Neutral Evil GM is more interested in game balance than the rules persay. Mike tries to be very balanced and err on the side of roleplaying and story more than focusing on either making sure the PCs get their butts handed to them regularly. I’d like to think I fall into this category myself, but I know better.

And then there’s the Chaotic Evil GM. These are the guys who sometimes roll dice for no reason but to increase his players’ blood pressure. (Mike’s been guilty of doing this from time to time.) These are the GMs who decide one session they want to really teach the PCs a lesson and beat up on them and then in the next session be really nice to make up for it… And then there’s my type of chaos, where I end up GMing a sandbox game and watching the fireworks.

Each of these types of GMs should be observed in their natural habitat and not removed through the use of force, or that might backfire.

Why Evil you might ask? Honestly good and evil are in the eyes of the players most of the time, not in the eyes of the GM. So the night that your GM springs an encounter with an invisible flying creature in a cave and nearly kills all the PCs (one actually did die in that case and was raised later), he might be evil. The night he just happens to leave a magical crystal sword in a pile of loot just so your character can use it, he might be good.

Just don’t anger your GM without good reason. Then you’ll see True Evil raise its ugly head. ;)

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Another week of awesome posts in the gaming blog community means I’m back with a new list of links for Friday!

Hope everyone had a great Thanksgiving (if they celebrated) and is looking forward to some happy holidays. Winter has finally arrived in Colorado (with most of this week spent near zero degrees fahrenheit), so even I’m starting to think about Christmas.

Friday Links Banner 150x150But I digress. :)

Here are a few posts to contemplate when winter weather hits in your neck of the woods:

  • In the “Not Necessarily from This Week” category, we have “Fistfull of Lead: All the Monsters on a Budget” from Jonathan Drain over at Kobold Quarterly. The article tells us where to procure a solid collection of miniatures for your gaming pleasure. Everything from humanoids and skeletons to demons and insects is included in this mix and match collection for a bit over $100 US. Not bad!
    http://www.koboldquarterly.com/k/article3132.php
  • Is Chivalry dead? The RPG Athenaeum offers some suggestions on how to bring knightly orders into your game in “Chivalry doesn’t have to be dead…” The tips on designing a knightly order are very cool – including what to do if a knight fails to live up to the code. As someone who’s designed a few knightly orders, I wish I’d had these tips when I was writing them. :)
    http://rpgathenaeum.wordpress.com/2009/11/27/chivalry-doesnt-have-to-be-dead-use-knightly-orders-in-your-game/
  • Also from the RPG Athenaeum, we have “Flesh out your hero with an anecdote or two,” which offers some awesome suggestions on quirks for characters that might not have occurred to you. The article covers things like quirky appearance bits, emotional bits such as memories that surface during certain conditions, or unique phrases from their adventures or where they grew up. Cool stuff to consider for NPCs as well as PCs I think!
    http://rpgathenaeum.wordpress.com/2009/11/28/flesh-out-your-hero-with-an-anecdote-or-two/
  • From Abstract XP, we have an article on “Writing effective setting in adventures (part three)”. Weather is one of those things I never get right in campaigns, from what it should be from a seasonal perspective or what it should be from a geographic perspective… So tips and hints for using weather in an adventure is quite welcome. And when you add in tips for avoiding cliche’s and bringing in culture, the article starts overflowing with ideas!
    http://abstractxp.wordpress.com/2009/11/29/writing-effective-setting-in-adventures-part-three/
  • Rob Lang over at The Free RPG Blog brings up some intriguing ideas about making fantasy RPG rules into something that doesn’t fall flat in “How to turn your stock fantasy RPG into a unique delight.” As someone who’s trying to make a generic RPG and start with the fantasy aspects, this was particularly well timed. By not only going back to the source of fantasy ideas – fiction, myth, and folklore – but researching games and other mechanics to borrow ideas here and there to add crunch to otherwise not crunchy bits, I may have enough ideas to finish something soon. :) Thanks Rob!
    http://www.thefreerpgblog.com/2009/12/how-to-turn-your-stock-fantasy-rpg-into.html
  • Ravyn at Exchange of Realities proposes three ways to think about solving problems in “Three Problem-Solving Question Sequences.” And though this was meant for gamers, I might actually suggest it to my daughters as ways to approach many different things in life. It’s hard to argue with “What do I have and how can I use it?”, “What do I want and what do I have that can help me get it?”, and “What could solve this problem and how could I get it?” Although they all pose similar questions, it’s HOW they’re asked that’s the key… Very though provoking!!
    http://exchangeofrealities.today.com/2009/12/01/three-problem-solving-question-sequences/
  • And lastly, we have a throwback to an earlier time for me… This picture of Orcus from the Lord of the Green Dragons just made me smile as I thought back to my youth and the early days of playing D&D. Good times. Does it reflect poorly on me when I think back on a big demon prince as a symbol of my youth? Maybe. :)
    http://lordofthegreendragons.blogspot.com/2009/12/old-school-orcus.html

Thanks to everyone who wrote the articles above and to the many more I have yet to read on the various RPG blogs I follow.

Have a great weekend!

–Fitz

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