Roleplaying Tips Weekly E-Zine Issue #292
6 Monstrous Tips
Contents:
This Week's Tips Summarized
6 Monstrous Tips
- Filling A Niche
- Villainous Night Hags (D&D 3.x)
- Making Skeletons And Zombies More Dangerous (D&D)
- Work Backwards
- Creature Concept: Doppelgangers of the Black Jungle
- A Bright Idea For Blue Dragons
Readers' Tips Summarized
- Tips On Adventure Writing And Execution
From: Dwayne al' Trawick
- The Space Between Adventures
From: Ian Winterbottom
- Excel-lent NPC Tracking
From: Loz Newman
- Create Maps From Posterboard
From: Jack Taylor
Return to Contents
The Gift that Keeps on Giving
Stop by Expeditious Retreat Press' on-line store and pick up
the perfect gift for the world-builder in your life--one of
the last 25 copies of A Magical Medieval Society: Western
Europe. While you're shopping, check out other titles in the
Magical Society Line, the Monster Geographica Line, and
our limited edition 1-on-1 Adventure: Gambler's Quest.
Expeditious Retreat Press On-line Store
Return to Contents
A Brief Word From Johnn
Roleplaying Tips 6th Anniversary
The end of November saw this e-zine enter into its 7th year
of assaulting Inboxes around the world. Thanks to everyone
for your ongoing support, tips, feedback, and reading!
Thanks to my volunteers who keep things going. And thanks to
my wife who puts up with my (endearing, right honey?)
nerdiness and computer monitor tan.
Mike's Races Series Resumes Soon
The previous two weeks I've featured a great article series
about customizing game races to suit your own gaming
purposes. That series resumes in Part 3: Tooth & Dagger in
the near future.
A Request For RPG Advocacy Resources
I received a tricky help request from a young reader. His
parents won't let him play D&D because they feel it is evil
and he wants to know what he can do to convince them
otherwise.
First off, I think it's great that the reader's parents are
taking interest in his life and hobbies, and that they're
setting boundaries they feel are in his best interests.
Without having met or chatted with the parents, my best
guess is they're basing their decision on misinformation.
There's a well-known webcomic, for example, that outright
says D&D is evil. And there are numerous personal websites
and press sites that call RPGs various names.
I'd like to supply our fellow gamer with links to websites
and articles he can forward to his parents so they can learn
more and make the best-informed decision as possible
concerning their son's request. If you have any good
advocacy or informational links, please forward them to me.
Also, if you have any tips or advice for young people whose
parents won't let them game because of possible
misconceptions about our hobby, I'd love to hear those as
well.
Thanks!
Have a game-full week.
Cheers,
Johnn Four,
[email protected]
Return to Contents
Forgotten Realms: Champions of Valor - Just $27.55
Champions of Valor is a comprehensive guide to playing
valiant heroes in the Forgotten Realms setting. The
counterpart to Champions of Ruin, Champions of Valor covers
what it means to be valorous in the Realms. The book
describes several good-aligned guilds and organizations that
characters can join, and presents an array of new spells,
feats, and prestige classes appropriate for heroes of valor.
Forgotten Realms: Champions of Valor at RPG Shop
Return to Contents
6 Monstrous Tips
6 MORE MONSTROUS TIPS
In July, Roleplaying Tips Weekly ran a contest for monster
related tips of all kinds. Subscribers responded with nearly
100 entries, and many prizes were handed out. Below are a
handful of entries from the contest. May your critters live
long and prosper!
Return to Contents
1. Filling A Niche
From: Sparrow
You might want to create creatures just to have in the
background. For example, the people of the forest have
domesticated an animal for eating just as humans have done
with cows. For an easy way to create a background creature,
think about its purpose and any similarities with a real
creature you know already serves this purpose.
In this case, cows and the forest creature are raised for
meat, so they should be large (or as large a creature you
want to put in the forest) and pretty stupid. Now, just give
the new creature a body and some basic stats if it isn't
going to do much battle.
You can make new mounts, food sources, pets, pests, and so
on this way if you know exactly what you want from them.
Return to Contents
2. Villainous Night Hags (D&D 3.x)
From: Aki Halme
[Johnn: for info on the Night Hag, visit d20srd.org ]
A hag is a fine candidate for a master villain. A healing
item is a worthy item that can be required to save the life
of a loved one or a friend of a patron to hook the PCs into
the tale. Alternatively, it can provide political leverage
and be worth a great deal as a well-timed trade. It is,
however, not an item easily gained, as a hag has access to
two attack forms that are very difficult to stop: dream
haunting and a magical disease, and both of those involve
slow and permanent ability drain, making them useful for
elimination or blackmail.
Etherealness and polymorph self, both at will, and an
impressive arsenal of magical detection abilities, make it
very hard to ambush a hag, and easy to get ambushed by one.
Failing a first encounter can mean nights without much
sleep. Cold and fire immunities can mean encounters in
freezing sleet or ice-cold water, or in burning buildings
where the environment itself causes difficulties to all but
the hag itself.
Hags are certainly intelligent enough to send good-aligned
creatures on quests against itself. It has what it takes -
the means to infect people with a lethal disease for which
it has the only available cure. They are also smart enough
to disguise who and what they are, and to offer their
healing for trade. This could be used to undermine the
authority of other healers in the region, including temples,
and gradually, civil authority as well. The ability to change
one's appearance at will is likewise a perfect tool for
creating turmoil.
Return to Contents
3. Making Skeletons And Zombies More Dangerous (D&D)
From: Aki Halme
The mindless undead creatures are relative inexpensive and
durable, and perhaps should not be considered monsters as
such; rather than acting with initiative, they follow orders
of their masters to the best of their ability, more like
items than creatures.
They can attack, which means some ability to sense and react
to their surroundings. They also have an impressive set of
immunities. How dangerous they are depends mainly on the
instructions they were given when created. Under normal
conditions their combat ability is dismal, but if given a
slight edge, things can be very different.
For example:
- They can be used as an alarm system or a detection/
triggering mechanism for a trap
- They can use ranged weapons with specifically prepared
ammunition
- They can fight effortlessly in places where humans can't
see, breathe, or effectively wield large weapons, such as
narrow, dark, twisting corridors filled with flammable,
poisonous gas
- They can fall off a cliff and take an adventurer down with
them
All those and many more reasons make the animated dead far
more dangerous than they normally would be. Further, the
living dead can appear in mixed groups, have special
enchantments on them, carry or wear gear, be created with
some changes to the spell that gives them life, or enjoy the
benefits of an environment that gives them more strength.
Return to Contents
4. Work Backwards
From: Isaac Calon
When building a critter, it's often easier to work backwards
from the environment you want to place it in, instead of
trying to make a monster from scratch. Consider the
following when crafting your monster, keeping in mind the
environment it lives in and the critter's ecological role.
- What does it eat? What is available for food?
- What special or unusual properties does your environment
have? (Enhanced gravity, no sunlight, regular earthquakes.)
- Does it have any natural predators? Does it have a way to
escape or defend itself from them? (Poison, camouflage,
claws, teeth, spines.)
- Did the critter evolve here, or was it introduced somehow?
(Conventionally, magically, a portal from another plane of
existence.)
Keep in mind that a creature from elsewhere will, likely,
have difficulty competing for food with native creatures
unless it possesses exceptional qualities.
By answering these questions and coming up with your own,
you will do much of the creature-creation process before
ever trying to map out hit dice or ability scores.
Return to Contents
5. Creature Concept: Doppelgangers of the Black Jungle
From: Juergen Hartmann
Although many variations of doppelgangers exist in the game
world, this particular subspecies arose in the dark heart of
the Primordial Jungle.
Rather than being born of an egg or developing from a fetus,
these beings get their start in the soupy ooze found in
isolated swamps. To grow, they require a host to ingest a
small quantity of an algae-like substance.
Within a few days, the infected being develops fever and
severe headaches, a pale yellow complexion, and a lack of
energy to do much of anything save sleep. Inside, the host
is being consumed to provide substance for the swiftly
growing doppelganger. It absorbs the host body as it also
absorbs the host's mind. The host's experiences, memories,
and feelings form the template for the emerging being.
After a week, the host appears to succumb to the illness
ravaging him and dies. Within hours, the host sheds the
outer layer of her body like a snake shedding old skin, and
the new doppelganger body emerges.
It knows all that its host knew. That form serves as its
default disguise when amongst other beings. The host's
personality is its own, save for the overriding desire to
preserve its race and its fellow doppelgangers from harm.
Some doppelgangers created in this way have travelled from
their jungle homes of origin with preserved containers of
the ooze from which they came. They find an isolated village
or town and introduce it into the water supply in an attempt
to breed.
While they possess telepathy, their proficiency in it is
tied to the mental acuity of the host they first infected.
The more intelligent the host, the more deeply they can look
into the mind of another being.
Doppelgangers are not typically evil, but they are all too
aware of the xenophobic regard that other races have towards
them, especially in light of their telepathy.
Doppelgangers' greatest weakness lies in the personality of
the host they absorb. The same passions, character traits,
and weaknesses are with the doppelganger. If the original
host is known, those vulnerabilities can be brought to the
surface. It might be possible for the original host mind to
take over under certain circumstances, but this is extremely
rare as the doppelganger is strong willed and driven by the
biological imperatives of his race.
Return to Contents
6. A Bright Idea For Blue Dragons
From: Kane Salzer
[For the specific quote Kane refers to, see:
Blue Dragon at d20srd.org ]
Blue dragons are an often misused chromatic dragon. Consider
this quote: "the mighty blue dragon basking in the sun, its
indigo scales being polished to a high sheen by blowing
sands." It is this last detail that I found most
interesting. A clever blue dragon could use this to good
advantage against enemies by simply blinding its would-be
attackers with a devastating broadside flash of the sun off
its scales.
For example, the characters approach the yawning cavern that
is the dragon's lair. They are salivating at the thought of
the amazing treasure hoard awaiting them within when
suddenly the sand dune beside them rumbles, golden glaring
sand falling away to reveal mirror finish blue scales
reflecting the open, cloudless sky. The intrepid heroes
spread out to try and flank the massive beast when he
shifts, almost imperceptibly, and then the world turns into
a haze of pain and pale blue sunlight too harsh to look at.
In an instant, the elf ranger falls to a savage sweep of
claws, never seeing the attack coming in the glare.
Dragons in general are misused and underplayed. They are
much smarter than the average player or character. They have
no doubt sustained assaults on them by more capable beings
than the players...why else do they have such awesome
treasure? For the sake of good gaming, please respect your
dragons. Players should not simply look at a white dragon
and say, "Oh well, here we go again, time to pull out the
fire spells," or, "Look at that red dragon, better make sure
when we kill it we search for extra treasure." Dragons are
beings of near infinite mystery, subtlety, and power; we
should game up to those traits to help fill our campaigns
with wonder and beauty.
Return to Contents
Beyond the Storm: Shadows of the Big Easy
A collection of short stories, essays, art, and role-playing
game materials inspired by the culture, landscape, and city
of New Orleans. All sale proceeds will go to support Katrina
Disaster Relief. Join the authors and artists as they
explore the Big Easy as it could have been and how it might
be.
Beyond the Storm: Shadows of the Big Easy
Readers' Tips Of The Week:
1. Tips On Adventure Writing And Execution
From: Dwayne al' Trawick
This is the hard part for all of us, I think. I have tried
hard to find out exactly what makes a good adventure tick
and then how to manipulate those gears and cogs for more
adventures. Here's what I've learned:
- Get the idea. I get some of my favorite adventure ideas
from my dreams. Seriously, I got one adventure and two major
stories from my dreams. I had to filter out a lot of the
absolutely bizarre elements that my depraved and cracked
mind added, but once refined, they were quite powerful
adventures.
Not all of my ideas come from dreams though. I guess the
best advice I can give here is open your scope to anything,
such as books, movies, art, conversations, the news. I've
gotten ideas from a single image. What's important is you
don't disregard anything for the possibilities it might
have.
- Organize your ideas. Write them down or type them out.
- Use a hook. I have a new method for writing down rough
drafts for adventure ideas. First, I name the adventure or
story. This gives it some of its own character and forces me
to give it a theme. Even if it sounds funny or goofy, it
doesn't matter--you don't have to give the title to the
players.
For example, I had one adventure where the characters'
caravan would be ambushed, killing the leader. One of the
characters would have to come forth and be the leader until
the group gets to safety. I named that adventure "A Change
in Management." It worked fine and I always remembered the
main goal of the story.
When you write down an adventure, ask yourself how to hook
the characters. Include as many possible hooks as you can,
and not just general ones either. Have a couple hooks for
each character. Then ask yourself what happens if they don't
get hooked. You know it's going to happen once or twice. The
characters will somehow evade every hook you have. Genuinely
ask yourself what happens if they don't take the bait.
Sometimes the answer will be surprisingly acceptable. If
they don't take the bait then they don't get the clue, oh
well. Find a way to compensate and move on.
Here's a real example of one of my adventure ideas:
A Job From The Red Mask
When Marlos and the others return to Skullbridge they're
going to have a lot of explaining to do. Once the Red Mask
determines how capable Marlos (and his friends) are, they'll
send him on a new mission. It will make them plenty of
money. What will they do? They'll have Marlos escort
something somewhere. But what? I know they'll have to go
east. Where will I send them? Probably to Blood's End to
pick something up. Then take it to someone in Tonguesmoot.
It will lead into Loric finding the priest who took the boy
from Mad Maerghas.
How to get them hooked: Marlos and maybe Lypilla will
probably go for the money. Loric could be sent a dream to go
east. Maybe from the boy if he refuses to go. "You will
still leave me?" And the boy is crying over the map. Mykal
can be brought over because that is near where his parents
were killed and their might be a good tournament.
What if they don't get hooked? Well. The consequences would
be that I can't introduce Loric to the boy. Aside from that,
there's no other great negative impact. So how do I get the
boy in Loric's hands otherwise? The priest can come to
Loric. Maybe he's even being chased and is wounded. No
biggie.
* * *
Ask yourself questions like that. If you want to do the
adventure, you're going to have to answer them, so you might
as well write them down! This has served me as a good basis
for a rough adventure idea. See how you like it.
- Make sure all the mundane math and info is down for easy
use. That means baddie stats, the asking price for the
dingus they have to buy, the time it will take them to get
to Poketon, and so on. This might seem worthless, but it
saves oodles of time. Time you can spend running your
adventure!
- Use pre-written descriptions if you stutter like me. I'm
not much of a speaker, so I've recently begun writing my
important descriptions before the adventure. I'm much better
at reading out loud than speaking off the cuff.
- Recite. I know this sounds stupid, but it has helped me
define NPCs who I wanted to shine. Do it in your car on your
way to work or in the shower.
Return to Contents
2. The Space Between Adventures
From: Ian Winterbottom
This is generally looked on as the bit where the characters
"level up." i.e. Train to learn new techniques or skills,
learn spells, heal, replenish the rations, and replace or
repair equipment. In short, downtime. What would happen if
you could use that "space" to fit in the unexpected - small
adventures complete in themselves, sidetrips not necessarily
connected to the main storyline or plot?
Perhaps the repairs or whatever themselves could be
adventures, with the characters having to do a minor quest
or obtain a special service, person, thing, ingredient, or
specific information? Perhaps a trip to collect, say,
graveyard mould, could be exciting? Or to find the only copy
of a rare book or map. The classic example is payment for
resurrecting your best buddy, which is, of course, the time
when you find out just who your best buddies are!
Perhaps a quill from a cockatrice is needed to write a
particular spell in a book? Just how does the party magician
go about getting his friends to help him get that all-
important feather? It could give rise to a whole cascade of
small quests as the players have to work together to pay off
"debts" to NPCs and to each other.
A necromancer is usually best steered clear of - but what if
he is the only one who can resurrect your buddy, or you need
him to Speak With Dead to get important information? With a
greedy necromancer, one can pull out a few stops. Maybe he
wants a Hand of Glory? Might the PCs need to do a favour to
obtain one, such as a delivery? Read Robert E. Vardeman's
War of Powers to find out what can happen to an innocent
fighter type who tries to make a simple delivery to a mage.
What might a sage want in return for his help? More
knowledge? About what and where? Perhaps only he can read
the mysterious document in an unknown, ancient script? And
if you want a few of those, try Forgotten Scripts by Dino
Manzelli, who has dozens to choose from!
For spell ingredients, a friend of mine, Tony
Jerome, came up with the idea of Uses for a Dragon - apart
from its treasure hoard, that is. Think along the lines of
the Plains Indians of the American West who used literally
every part of the buffalo they hunted, sewing with its
sinew, carving its bones into artifacts, wearing its skin,
even carrying food and water in its intestines. The cowboy
had the same general idea. A ranch cook prided himself on
using every part of the cow but "the hooves, the horns, and
the holler."
Applying the same idea to a flying, fire-breathing, magical
lizard, you can come up with some interesting ideas. A
dragon's scales are incredibly thick, hard, and tough;
they'd make fantastic armour or shields - and the softer
under-scales would be harder-wearing than Levis! But
everyone's thought of that one. Its eyes? Farseeing, used
for detecting prey from incredible heights, might they not
make magical seeing or scrying devices? Its teeth? Again
sharp, tough, for weapons; or as in mythology, they hatch
into armoured warriors! Its mighty heart, for potions of
Heroism or courage? Or any part, to help make the user proof
against fire, acid, or whatever.
Speaking of which, a dragon's digestive system might be a
useful factory for the ingredients for flashes, bangs, and
explosions, even to providing the wherewithal for a magical
cannon? The dragon, of course, is likely to take a dim view
of such use of itself, and collecting the same might be a
trifle fraught? We all know the front end of a dragon is
dangerous, but what about the other end?
Small encounters can become large ones seen from the vantage
point of Space Between. What happens after the encounter?
Someone came up with a beautiful encounter, the Wedding, in
which a number of outcomes were possible depending on the
party's actions. How about a road encounter, a robbery in
progress, in which a rich-looking man is being shaken down
by roughly dressed outlaws? Only, there is a 50% chance the
man is the sheriff's tax collector or running a protection
racket and the outlaws are actually wronged peasants.
Next time the PCs level-up, consider how you can use the
Space Between to add some spice and good encounter
opportunities to your campaign.
Return to Contents
3. Excel-lent NPC Tracking
From: Loz Newman
Does your game system have a cumbersome attribute-based
skills rules set that players have to update every time they
gain another attribute point? Losing twenty minutes at the
beginning or end of every gaming session?
Nowadays, lots of people have Excel (or similar programs) on
their computers. Did you know that this can be one of your
most powerful GM aids? I created my own game, and the Excel
programs I've developed for it are a major aid to its
success over the past eight years. Here's just a few of the
ways I use Excel:
Tracking Player Character Information
Advantages: Tracking of XP use/Attribute points gained,
easy-to-read PC sheets, group stats summary, quelling PC
sheet disputes.
- Type up your players' PC sheets, on one "Input" Excel
sheet (PC names as columns across the top, and attributes,
skills, etc. as lines down the left-hand side).
Tip: you may need several columns per PC. Look at the skills
systems and the various "adds" possible, and plan on one
column per type of "add." Add in a pair of "calculation
columns" to the right of each PC's info, as this will allow
you to cut-and-paste the basic info amongst various folders
later.
For example, my game has 4 columns per PC, plus 2 hidden
"calculation" columns to the right. A good spacious layout
will save you headaches later on.
- Now create a one page "summary" sheet linked to the
"Input" sheet. Instant Group Stats sheet!
Tip: Use a column in the summary sheet for each PC's initial
profile, others for his "adds" or level-ups (don't forget
that some adds may be free and others cost points, so plan
on two columns if so), and another for his final scores.
This allows you to track his evolution (starting scores,
free bonuses and paid-for adds, and total scores), which is
a killer argument when a player starts to protest....
Tip: Concatenate three skills per line to save on space,
with "/" between each. i.e. "Swimming", "Tinkering",
"Tracking" can be compressed to Swm/Tnk/Trak in the left
hand-column, and noted as 15/18/4 in an individual PC's
summary column.
- Create copies of individual PC sheets (1 per PC), in the
same Excel file folder, and link into them the info from the
"Input" sheet. Want to include an image for your PC? Easy.
Print out fresh sheets for every game and avoid forever
those "what did I write here?" and "do I have 8 Healing
potions or 6?" delays.
Tip: For this, don't hesitate to rearrange sheets into
"fixed" info on one page of a PC sheet and all "variable"
info on another. Print out just the variable sheets each
session to cut down on printing time/costs.
- If you have enough time and want to create a stock of
"available PCs", you can. They don't even have to be in the
same Excel folder. You can link their "summary" stats
together in yet another folder (perhaps called "Available
PCs") with a one-page sheet of one-line presentations
(name/age/class/level/xp, etc.) drawn from the summary info
sheet.
Another advantage is that, since you input all data, you get
the chance to make sure a sly gamer hasn't slipped in an
extra attribute point when you weren't looking....
Archiving Monster Stats
Advantage: 15 monsters to a page, and you can bind them
together into your very own "monster manual." 32 pages bound
together is much easier to handle than 625 index cards....
You can sort them by name or any other column whenever you
need.
Create column headings for their physical stats/height/
weight/combat skills (type of attack, # of attacks, action
points, or whatever, and their base skill level).
You will need three lines for each monster. The first line
should have squares for all the height/weight stats. The
following two lines should be fused to allow you to input
text (description, particularities, personality, magic
objects, etc.).
Tip: Use a smaller font size to cram in more information on
the sheet.
Tip: If you include columns on the left for "Category" and
"Dungeon room #" keys, and include invisible copies of this
info at the beginning of the following two lines (in Excel
use "CONCATENATE"(Line1;"2") and CONCATENATE(Line1;"3") to
keep the lines in the right order, and put the ink colour to
white to hide the Concatenated values).
You can even sort this info, link it to summary pages, etc.
Need a quick assortment of monsters for your dungeon? Cut
and paste into a blank sheet, and off you go. Monster stats
are pretty much immutable too, so you won't need to update
them much.
Battle Sheets
Need a quick way to run a battle with 15 Trolls? Paste the
troll description at the top of a blank sheet and add 15
numbered (but otherwise blank) lines underneath where you
can note hit points and other combat details.
Tip: Sick of cut and paste? Look at your program's functions
for finding data. Define your data as a named table and use
the name column to seek out the data in the rest of the
line. This allows you to type in a name of a creature into
your Battle Sheet and then watch Excel find the rest of the
data for you....
Tip: Guess what? This works for NPCs too. NPCs have the
pesky habit of gaining XPs, but hey, with an Excel sheet,
you don't need an eraser. I've a campaign city with 60
special locations, each with 1-5 NPCs associated with that
location. That's 220 NPCs or Standard NPC profiles. And it
all fits into a 15-page booklet.
GM Manual
Here are the names a few of the tables I've created to help
me, along with the input of each PC. I've even hived off this
data into separate "GM info" sheets to make a separate GM's
manual!
- Racial powers (race name, powers, handicaps)
- Standardised backpacks (objects, weight, cost)
- Weapons (name, damage, weight, cost, penalty to hide,
range, etc.)
- Skills (attributes it's based on, base cost, cost of each
+1, difficulty, modifiers)
- Career and cultural packages (name, cost, elements)
- Armours (weight, cost, protection)
I've also regrouped all my tables into three Excel files
"Magic", "Equipment," and "Rules," which make a dandy GM's
Manual once bound together. Also in the GM manual, I've
included a campaign-zone map, a world map, and a "GM's 7
Cardinal Rules" reminder sheet.
Starter Kits
I've also done up "Starter Kits" I can e-mail to players so
they can spend their creation budget, test that their latest
concept fits together, and fine-tune their PC creation.
I include:
Excel: Limited one-PC version of my "PC folder," and copies
of the Magic, Equipment, and Rules folders (with GM-only
information cut out).
Word: Documents on the various cultures of the world and
their packages. A timeline of the campaign world. A
character creation checklist, Player's Guide, and FAQ.
General Comments
Tip: Keep backup copies! Always, always, always keep a
separate copy, somewhere else. Also, if your computer
crashes or your house burns down (both have happened to me),
leaving another copy with a friend (i.e. once a month) is a
lifesaver. Distinguish each backup by including the date
(YY/MM/DD) in the file name.
The backup copies also give you a big, graduated reserve of
PC sheets, which, with a few changes, make dandy NPCs....
Disadvantages: the time it takes to create the Excel
file(s), and the time it takes to keep it (them) updated.
Typing lots of information into Excel took me hours, and
I've invested many more hours since constantly improving the
PC sheets and adding functions. I have never once regretted
it or believed that I would have spent less time with pen
and paper. My Starmont campaigns have lasted for eight
years, and Excel is a big part of the reason why.
Questions or comments? Want to find out what the 7 Cardinal
Rules of GMing are? Want to find out what the advanced
versions of these sheets are? Contact me at:
loz_new[NOSPAM][email protected]
Return to Contents
4. Create Maps From Posterboard
From: Jack Taylor
Here's one I've used before to good effect. When drawing out
scale maps for my dungeon crawls, I make the map in sections
that are no bigger than a piece of posterboard. Then, I cut
out sections of map from more posterboard to create an
overlay that reveals certain sections of the map while
concealing others. Finally, I have several different cutouts
that are the radius of common light sources, such as a
torch. These are placed on the very top when the PCs are
exploring a darkened area, revealing only what they could
see.
Return to Contents
EVE Online: The Second Genesis - Free 14 Day Trail
EVE Online is a graphically rich massively multiplayer
online role-playing game that offers a rich variety of sci-
fi RPG gameplay. Be a starship captain, bounty hunter, miner
of rare minerals, interstellar trader, corp. officer, and
more. It's not about killing, it's about roleplaying and the
sci-fi life experience. Watch the trailer, then try a free
14 day trial:
EVE Online: The Second Genesis - Free 14 Day Trail
Check out this post at ENWorld about EVE Online