Wednesday, October 24, 2012

Vault of Eternal Sleep

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.

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.