I’ve been catching up on Legends of Tomorrow, and there’s something that show does incredibly well that needs to happen more often in RPGs: Teamwork. Continue reading “Being a Better Team Player”
All items made by prompts from the WTF Is My Ridiculous Magic Item Generator.
In worlds with dinosaurs, why limit mount possibilities to horses? But don’t just have a copy/paste dinosaur. Give it some personality, qualities, and flaws unique to it.
This provides ten personality traits, physical distinctions, penalties, and bonuses that you can apply to a dinosaur. Each of the ten physical distinctions, penalties, and bonuses corresponds with the same number on each list, though you can mix them up if you wish. You can roll 1d10, apply the personality trait of the number rolled, then roll 3d10 and apply the features from each list. Alternatively, you can roll 1d10 for each list, giving you a random choice for each.
The mechanics are based on Dungeons and Dragons 5th Edition, but can easily be adapted to other systems. Suggested dinosaurs: allosaurus, ankylosaurus, deinonychus, hadrosaurus, stegosaurus, & triceratops. Continue reading “More Than Scaled [or Feathered] Motorcycles: Unique Dinosaur Mounts. [Steal][My][Idea]”
It could happen for any number of reasons. The party wants to take a day off. They decide it’s better to leave in the morning. Someone gets completely sloshed and has to sleep it off.
Whatever the reason, your left there sweating behind your DM screen because the party want to spend a fun evening in, and you need to provide an interesting location for them.
So when that happens, here’s three taverns you can use in a pinch. Continue reading “Inn a Pinch: Three Unique Taverns When You’re in Need – Steal My Idea”
Deity – Azuth, God of Wizards (LN, Knowledge)
Cult Name – Hum Alshirih (hum ah-l-sh-ah-re)
Symbol – A swirling length of hair with flames behind it
“Teach the wielding of magic and dispense learning throughout Faerûn so the use and knowledge of magic may spread.” – Azuth.
Azuth, the Lord of Spellcraft. The First Magister. Hand of Sorcery. His many names all contain the most common words for magic, truly making him inseparable from the craft itself. And that union of magic and the self is what Hum Alshirih strive to replicate. Most mages see magic as a tool. They can learn spells that aid them in some fashion. For Hum Alshirih, they wish to become magic.
Many people view Azuth’s religion as tradition-bound. So does the Hum Alshirih. Magic is about expanding, changing, evolving, and growing. No spell, no idea, no person cannot be made better with additional work. Hum Alshirih will forsake the old ideas when new ones allow them to delve deeper into making themselves into a truly magical being.
Deep in an unmapped portion of the forest, you see a shallow river. Surging purple and blue psychic energy runs through it. In the brilliant light, glimpses of events from the past constantly emerge and vanish in an instant. Images of mighty warriors in their greatest moments. Emperors seizing a foreign throne. Two life-long lovers locking eyes for the first time. All of history itself twists and surges through the shimmering, magical energy.
When you reach down and touch it, the energy parts around your fingers. It is cool to the touch. The images become clearer and last longer. They are no longer fragments of a moment, but rather an event played in the theater of your mind’s eye.
From the energy, a voice within the magic speaks directly into your mind. “Welcome to the History Channel.”
Game Master (GM): The flames of the torch dim. The oppressive darkness of the dungeon pushes in. The walls feel closer. The air is thick, making each breath a notable struggle. Holding your hand out before you, the only thing you see past your wrist is the light reflecting off your fingernails.
Darkness. Dungeon. Oppression. All humans can only see 5 feet in front of them. So what do you say the one member of the party who has the ability to clearly see in the dark? Continue reading “Steal My Idea: The Character/Player Knowledge Paradox (and what you do about it)”
Game Master (GM): The flames of the torch dims. The oppressive darkness of the dungeon pushes in. The walls feel closer. The air is thick, making each breath a notable struggle. Holding your hand out before you, the only thing you see past your wrist is the light reflecting off your fingernails.
Darkness. Dungeon. Oppression. Got it. Now that everyone can basically only see the five-foot square they are in, what do you explain to the one party member who has the ability to see clearly in the dark? Continue reading “Steal My Idea: Dealing with Character Knowledge VS Player Knowledge”
I’ve offered ways to encourage roleplaying before, but because it enhances a game so much, I want to expand on it even further. So here are some more ways to instigate character (and player) interaction and roleplaying. These strategies help cultivate an atmosphere that’s about the collective storytelling experience and character growth.
I love non-magical items and weapons that are more involved, interesting, functional, or useful than a typical item of the same type. There are a lot of cultures, religions, and people in RPG settings that willingly avoid using magical items for a variety of reasons. There are also those who just can’t afford magical items and have to make something that gives them an edge without using magic. And then there are people who want to use non-standard items and eventually enchant them to make them even more powerful. For those looking for unique weapons, here’s three you can steal. Continue reading “Steal My Idea: 3 Non-Magical Items Worth Having”