The third installment of the thrilling Nik Naks serial! Nik Naks are extra ingredients that can be added to any gaming campaign. These won't be found in the Player's Handbook on in the Dungeon Master's Guide II. They're homegrown, homemade -- they spring from the DM's mind just like Athena did from the forehead of Zeus. This time around, we cover the Timeline, the Travelogue, and The Seven Degrees of Ferranifer. Who? Read on!
Any good fantasy setting needs a sense of religion, be it largely implicit, as in Tolkien's Middle Earth, or a major part of the action, as in Moorcock's Elric tales. With the possible exception of Arthurian Legend and the Gaelic Myth cycles that influenced it, there is no "default" conception of how religion works in a fantasy world. This ambiguity leaves GMs a great deal of latitude in creating settings that are unique in flavor.
Ray Liotta has joined the cast of "Dungeon Siege," a sword-and-sorcery movie based on the million-selling PC game franchise. Liotta will play the film's villain, Gallian. The $60 million film, slated to run three hours, is currently filming in Vancouver and expected for a late-summer 2006 distribution.
People play thieves for their abilities; climbing, pickpocket, lockpicking, and in some games stealth and backstab. These are useful skills for any "adventurer" (a term I hate; it's not like you can put "Adventurer" on your resume) but there is more to a thief than just some cool skills.
As many of you already know, I've been running an on-going D&D campaign for nearly seven years now. Most of the players have stuck with the same guy, or maybe they've played as many as two guys. The point is, after seven years, any given character is bound to have an excessively high Hit Point total. Eventually, one gets to the point where one must decide how to account for this. I'm in that spot.
I hate electronic RPGs. I know that I'm somewhat old fashioned, but I grew up on roleplaying games that used pen, paper, books and dice. Games where people could use fake accents and props, tell jokes and say and do stupid things during the game. Games where the story was tailored to the players and their characters, where the dialog was spontaneous and no one, not even the GM, knew what would happen next. So what would it take to make an electronic RPG that's worth playing?
Eight months ago, Gamegrene launched an interactive worldbuilding and roleplaying exercise called Ghyll. Constrained to a small set of rules and the intent of building an integrated encyclopedia where Truth is further refined with each entry, Round 1 is nearly finished, and Round 2 is set to begin in the middle of May. If you're interested in playing, start reading.
Killed and looted your way to boredom? Try healing and giving stuff away! Does it bother you when your roleplaying degenerates into roll playing? Do your games sound like "I try to hit him" (rolls) "Does a 17 hit?" instead of "Gritting my teeth, I open my mouth in a wordless yell, raise my sword above my head and, heedless of defense, I strike with all my might." Tired of killing, looting, plundering, stealing, mayhem, and combat with monsters/villains for little reason? Try Dead Inside.
Gamestop has an interview with one of the guys behind the forthcoming D&D MMORPG: "As another example, Troop explained that according to the standard pen-and-paper rules, high-level characters gain "base attack bonuses" that increase their chances to strike true in combat. This ability will be represented by special attacks that can be pulled off with good timing. So a fighter character with a +5 attack bonus might have a five-part sword attack that can be pulled off by clicking the mouse button in a correctly timed fashion."