The Vault is cut from a single block of a mysterious, deep-blue stone, origin unknown. It is a perfect nine-foot cube, with a single square opening three feet wide cut in the center of one face.
Wednesday, October 24, 2012
Sunday, October 21, 2012
Ars Magica - Video Game Kickstarter
This looks intriguing. Ars Magica is one of those games that looked very cool, but I never really had a chance to play. Now it's getting turned into a single-player video game, so maybe soon I can change that.
Saturday, October 20, 2012
Island Forge - That Next Step
If you've read any of the previous Island Forge tutorials (like this one or this one), you've probably checked out the results on the Isle of Test. If you've been there, you've probably seen this in the wilderness...
Now What? |
Friday, October 19, 2012
Dealing with Coins
Over at the RPG Circus, Jeff questioned the value of encumbrance, specifically with regard to coins. It's a worthy question, with no right or wrong answer, but it's worth thinking about in the context of your campaign.
Thursday, October 18, 2012
The Marionette Glove
This item is a single, gaudy glove, made from a mishmash of red, yellow, and blue silk strips and panels. A dozen or so strands of heavy, black thread hang from the fingertips and palm of the Glove, each about six inches long. The Glove's cuff is decorated with fine embroidery done in black and silver thread, and careful examination will reveal a command word written in ancient script hidden in this stitching.
Wednesday, October 17, 2012
Island Forge - A Guard Tutorial
This is another tutorial on using Island Forge's Island Builder. This time we're going to create a guardian creature using three actors, the guardian, something to appease it, and the person being guarded. You can see this in game by visiting the Isle of Test, and checking out the Guard Bunny, Sir Robin, and the nearby Pile of Grain. Save the grain for last so you can see the guard functionality.
Tuesday, October 16, 2012
Guild Wars 2 - The Thrill Is Gone
I really want to love this game, but these days it's getting harder and harder. When the game launched at the end of August, I was very excited by the prospect of dynamic events. Instead of dealing with the typical quest-giver model, dynamic events pop up across the map as you travel about, providing opportunities for interaction and combat. What's more, as events succeed or fail based on player action, the world shifts and changes as a result (within certain limits of course).
Therein lies the problem.
Therein lies the problem.
Subscribe to:
Posts (Atom)