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:angel:

it wasn't a game I GMed or played in... but it's one of my favorite stories... I know a guy who played and assassin, and he killed people by putting a by of holding over their heads then cutting a hole in the bag.... different gaming group, but it's still fun...

Don't tell Path, but that's what I've got here *pats bag* It's Heward's Handy Haversack :D

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One of those days?

Yep, in to much pain to give a damn about anything today really.

As for fun stories, 1 mage in a group I DM's decided to play patience/solitaire wit ha Deck of Many things, he then subsequently got possessed by a intelligent magical staff in his possession and was compelled into walking off a cliff when the staff realised the PC was Good whilst the staff was Evil (and it couldn't bear being possessed by someone that was nice). Not character assassination on my part, I gave the players every possible opportunity to remove the staff from the mage.

My usual sort of campaign would designed to have about 30 - 40 subplots and side adventures in case the players fell off the track of the main plot and put them back on it, fixed timelines (if they weren't there, they've missed it), at least 6 variations on the campaign ending (each dependent on how well or what the players did, saw, didn't seem learned or didn't learn, etc), no naming of any creature type (I believed in stead in graphic descriptions of the appearance), brilliant mood setting, countless red herrings, things that could kill any of them easily, only 10% reward from combat (so if something awarded 100xp, it now awarded 10xp), 80%+ of all xp earned came from roleplaying.

You get the idea.

If I also mention that I specialised in Ravenloft, you can see how my campaigned tended to work well ;)

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Dude...Path, that sounds like it'd be a blast to be a player in. You probably would manage to even kill a character I designed...which would be a first. I'm not a min/maxer or a power gamer, but I do believe firmly that characters should do what people in RL do- specialize. And, if you specialize in particular ways, and follow through with the character, characters get scary as far as combat goes...

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