When I first started role playing we used a handful of miniatures we got from our dad, and some of those Star Wars toys that were also miniatures. If you grew up in the 80's you might remember these toys: they were small miniature metal figures that came from classic scenes from the Star Wars universe. We also used a handful of plastic soldiers to represent villains and other bad guys. What I wouldn't have given at the time for a set of fantasy miniatures who were fully painted and ready to use. Today, you can have just that. These are the Dungeons and Dragons miniatures that come pre-painted and pre-assembled. They're functional, but is it enough?

Fantasy film and television has brought us lots of interesting weaponry outside the norm - besides swords, axes and lots of crossbows, there are plenty of unique devices that, regardless of whether or not they could actually function, are pretty darn cool. Xena's Chakram, Krull's Glaive, the three-bladed sword in Sword and the Sorcerer... What's your favorite fantasy weapon, and why?

Well, you've done it again. Another successful night of stewarding your players through trials that would make Hercules cringe is behind you. The foul beasts or cunning evildoers are dead or dealt with; the princess is safely back in her chambers amongst fine linens and Britney Spears posters. The players have divvied up the loot, jotted the new experience totals on their sheets and reveled in the acquisition of that shiny new sword, devastating spell or twenty second century thing-a-ma-widget. They hold your story-telling skills to be about a half a step shy of Tolkien's. It's Miller time, yes?. . . Nope. You've got work to do Bubba. The next few minutes can be some of the most useful time you have available to help you maintain a vibrant, stimulating and connected campaign.

The title says it all. . . are DM's capable of cheating? After all, we are mere mortals, and the dice never do any wrong! Never! The rules are the final say in any aspect of the game, and doom on you if you forget that!. . . Or so say some, outlandishly detailed by yours truly.

I admit that I'm one of those guys who don't dig the D20 rules for the 3rd Edition of D&D. See, I was weaned on D&D during the last days of 1st Edition. I'm used to everyone going up a level with varying amounts of experience points. I'm used to -7 AC being a good thing. I'm used to arguing over how you pronounce THAC0. I'm used to D&D having it's own, unique set of rules. I'm used to playing the game my way.

When I first began playing Dungeons & Dragons at the tender age of eight, I was fascinated by the alignment chart in the blue Basic Set rulebook. I did not understand it. I asked my father to explain it to me, but not being a gamer, he was unable to shed much illumination on the subject. Now, a little over twenty-four years later, I find I still have not received an explanation of the D&D alignment system to entirely satisfy my curiosity.

DM's are usually a different kind of person. They like to plan. They like to create. They like to scheme. Most of all, they like to set all three of those together, get with a couple of players, and tell a great story. Nothing is better than setting something in motion and seeing it bear fruit. When it goes right, it is wonderful. The players are happy, the DM is happy, and one hell of a story is being created.

So, your gaming group gets together and the newest D20 supplement is making the rounds. Your players are practically drooling over all of the new and interesting things in the book, and they look at you with looks that would put hungry puppies to shame. Someone shoves the book under your nose and points "I want to be one of these! Can I?"

Running a business is hard work. This is doubly so if you are moonlighting as a dragon killer for the local duchy on the side. How are you to make sure the horseshoes and armorare mended when you're sitting on the side of a mountain, waiting for the red dragon to leave? While running a campaign, it will become inevitable that one of your players will want to start a business or own some property. As they grow in power, prestige and wealth, they're going to want to have an impact on the world. Becoming a member of the local chamber of commerce is a good way to do that.

In my last article I gave to you the Player's section of GURPS Triage and now the completion of the article: the Gamemaster's section. I hope you all enjoy.

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