Posts Tagged by powers
| February 6, 2012 | Posted by Walt Ciechanowski |
If you’ve been GMing for any length of time then you’ve probably allowed your characters to have something you soon regretted. Sometimes it’s handing a low-level character the +5 Holy Avenger, sometimes it’s letting the investigative psychic have the mind-reading power, and sometimes it’s letting the military characters acquire a lance of the most powerful mecha on the battlefield. When such things happen, it can be difficult to “take it back” without hurting feelings or impacting the campaign. In some cases, the rules work against you; the…
| November 21, 2011 | Posted by Walt Ciechanowski |
It’s no secret that I love investigative adventures (heck, you only have to go this far back to know that!). I like playing them, I like running them, and I like writing them. That said there’s a lot of prep that has to go into building a mystery adventure and I thought I might share some of the tips I’ve come up with over the years. This is the first installment of a series of articles on writing mystery adventures. Know what’s on the character…
| April 6, 2011 | Posted by John Arcadian |
In one convention game I ran, my players got around a door by using a spell to turn stone into bread. They turned the dungeon wall next to the door into a brick shaped piece of pumpernickel, punched through bread and got through the door. Someone watching the game remarked that they wouldn’t have let them use the spell like that. I asked why, and they said because that wasn’t how the challenge was meant to go down. I wondered why that person thought that…












