Nostalgia: a wistful or excessively sentimental yearning for return to or of some past period or irrecoverable condition; also: something that evokes nostalgia
A recent posting by another Savage player brought me back to the idea of using GraphViz in gaming. This particular example was in mapping player characters with their in game relationships to people, places, things and ideas to help a GM visualize how they are all interconnected.
Now this is an interesting find, especially given the current playtesting our gaming group is currently running through. The Pathfinder Random Treasure Generator V3.0. It offers lots of options for controlling the kinds of treasure given out. Magic can be set to low to reduce the appearance of magical treasures, or increased to make them more common. Do you want to give out more coins? or would you rather the party found gems and other items instead? How hard was the fight the party faced? What is the average level?
We've been playing a campaign of Classic Dungeons & Dragons. The most recently completed module is the original Temple of Elemental Evil. If I recall correctly the completion of this module by our party brought the total body count for it with this GM up to almost 30 characters. We were also both the largest and lowest levels to complete it with most of the party being below level 7.
Attached is the character sheet that we've been using for this campaign which has started the second adventure. We're skipping the Pit of the Slavelords as that one has been "completed" by another adventuring party in this GM's already existing timeline.
Thanks to feedback from users I've found some ways to help improve the existing sheet.
I got a chance to sit down with a group this past weekend and run through an adventure using the FantasyCraft system from Crafty Games. The adventure was a simple one with pregenerated characters. With 6 player we had a nice mix of classes to fill out the party.
"Tired from a long adventure the party sought refuge in a fortified inn along the road to their next destination. You enter into a smokey, crowded room with a buxom serving wench dodging grabbing hands while serving drinks. There's a table in the corner she says as she bustles past"... Yep, a nice quiet place to rest... And so the adventure began.
I got a chance to play in a small tournament of the Star Wars Miniatures this past weekend. I’ve gotten minis from various sets over the past few years for use in the Star Wars Roleplaying Game (D6, not D20). I put together an army together (Imperial) and headed off to my FLGS. Eight other players were there that day and we each got to play three matches each with ones success in one game determining who they would play in the next. I lost each of my matches, but still had some fun. The interesting thing was the players that came out on top were all using smaller armies of more expensive and rare (or very rare) army units. This isn’t really surprising to me as that seems to be the case with almost every collectible game (card, minis, etc…).
The elf stalked through the trees, bow strung and ready. The full bright moon rose just over the tree tops, providing plenty of light for his keen eyes to see with. He was following a small game track that had recently been used by a small group of deer.
I got a chance to play in Worldwide D&D Game Day this past Saturday. I arrived at the Game Depot (my FLGS) and went to the table I was assigned to. We all introduced ourselves and then selected our characters from the pre-built choices. I picked the rogue and went looking through the character sheet provided with the figure. A lot of what I saw on the front side of the character sheet was familiar to me from older editions of the game. The same 6 attributes are still on the sheet and continue to use the same modifiers that were first introduced in 3rd Edition. Initiative and AC are calculated the same way as in 3rd Ed, but the saving throws are gone.