Start with Nothing One-Shot. In this episode it ends.
Start with Nothing One-Shot. In this episode we venture deeper into the depths. There is also a puzzle.
Abe = Humanoid assemblage of hands
James = Cat
Kim = Hologram
Start with Nothing One-Shot. In this episode we meet our characters and their new world. One of them is made of hands.
You most likely got here through the Mission Log podcast. If you got here some other way, we still welcome you.
Either way, we are hoping that you are a Star Trek fan and would be interested in listening to our Star Trek Story. You follow 4 characters through the Academy, all the way through the ranks, and to when they finally have their own ship. Just take the link below to find the specific episodes.
We would love to hear what you think of our story so please write us back and let us know. Hope you enjoy!
I found an old story that I started writing about someone that wanted to play a summoner in D&D, inspired by Rydia from Final Fantasy 6. I never finished it because the mechanics of that D&D edition didn’t really allow for a summoner. So I thought it would be fun to take 5th edition and make a summoner, thinking that the Conjuration school for Wizards would make it easier.
I was wrong. Wizards only get 3 of the spells that summon creatures: conjure minor elemental, conjure elemental, and Mordenkainen’s Faithful Hound. Those are 4th and 5th level spells, meaning your wizard has to get to level 7 before they can cast one, once a day. L The other conjuration spells are for divine classes, not arcane. So apparently Rydia was a Druid, not a sorceress. I suppose that does explain the green hair.
So today, for all of you RPG Final Fantasy fans (or people that know Final Fantasy Fans that want to play RPGs), we are going to give some examples of how to hack D&D 5th edition to come up with a summoner type character. Hopefully you find at least one option useful.
Got another Fate Core adventure for you today. This one takes place in a casino setting, assumed to be modern times and technology but easily adjustable to fit what you want. The adventure is a fun way to meet a new NPC contact that you know has information you want.
The party needs a piece of information to continue their quest. This could be security codes, blue prints, a list of names that are friends of Carlotta, or a secret formula for hair tonic. Whatever they need, they do not yet have the information. So they have to track down who does.
Have the group do their thing. A Contacts (3) check pulls up someone that has heard about Mister X who might know what the group needs. An Investigate (3) finds that Mister X has some hefty security moving to and from the office. A Burglary (3) check reveals that his home is also state-of-the-art secured and would be difficult to break into. Each of these checks will also reveal Mister X’s one true passion: gambling.
The party can track Mister X to his favorite Casino, the Tipsy Unicorn, where he leaves his security at the car so as not to attract too much attention to himself. If the party wants to participate in some gambling activities, feel free to reference our past article on The Gambler’s Hall for ideas.
Getting Mister X to talk requires some effort. The group first needs to get his attention. Then they need him to compromise his morals. Finally, the need to receive the needed information from him.
Most RPGs are designed for 4 players and one GM. Having one extra player or being short 1 player is usually easy enough to work around. But some of the more popular twitch shows and podcasts are featuring big parties of players, anywhere from 7-10! This is pushing a lot of players, especially newbie game seekers, into thinking that this is the norm.
This is not the norm we grew up with, but that might be changing. And even if it is not, we are still going to find ourselves with more people interested in playing a game than actually running a game. We at BEG love to promote and encourage new GMs as much as we can. The world needs more people like you running games! So for this week’s article, here is a quick list of some of the problems that come up with a large group and some tips on how deal with them.
Evil Hat’s latest Fate World setting is a fairytale within a fairytale, aiming to let us play those people involved in the magical worlds we imagine with a spoonful of reality we have come to expect. It lets you play heroes that give others a chance at their “happily-ever-after” ending while wrestling with your own place in the world.
We are not here to review this new setting today. Instead, we are going to talk about how to play with Loose Threads well. The game is based on a good relationship of aspects to compel, making it easier for players to build interesting characters that are closely tied into the story. Even if you never end up playing this version of Fate, there are some very good principles to apply to your own game as a GM or a player.
The biggest difference between a GM and a Player is how much control they have over the story. Now a good GM will allow the players to influence the game’s backstory and populate the world with their NPCs. But even then, the majority of the game is something that the GM has control over. They decide which rules to follow, what plot each session will face, and what opposition the players will face.
In real life, we do not have any control of any of those things. Not really. We can try to influence them as best we can, but when it really comes down to it we do not have control of what happens to us, what rules we have to follow, or what new twists will come into our lives.
This makes playing RPGs an excellent place to learn, from experience, just what control we do have in our lives and what we can do with that control. Yes, games really are a place to learn things that can be applied to real life. Who knew?