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I was inspired over the last week, and I took it out with my sculpting. I can see improvements in what I'm doing now, which is really cool because I can see progress. Stuff is still not finished so some of this is still a work in progress.
For our weekly game one of the players is playing a hengeyokai ranger. His idea was explained to me as something like Usagi Yojimbo. I remember reading some Yojimbo in the mid 80's maybe, but I did not remember much of it. The initial pictures
Once again I couldn't sleep last night. I hate sitting there just looking at the ceiling. So I went to the basement and started getting things prepared for our next game.
Since I'm running the classic modules A1-A4 (Slavers Series) converted to 4e, I needed some minis that I have not seen mass-produced. So I got a bit busy.
These are the modules that were converted to 4e
Aspis Warrior - First Attempt - Super Sculpey
I've always been a fan of miniatures, even before I bought my first Grenadier Boxed Set in the early 80's. Since then my "collection" has just continued to grow. Some (my wife) might call it an obsession, though my time being able to do anything with them has continued to diminish. My friends just call it what it is, figmentia. Go ahead look it up, I'll wait.
So it has been with great despair that in the last couple of months I've had very little time to dedicate to my
The well runs dry
There are days when the creative juices are just not flowing. As a DM there are simply days when you run out of ideas. Like spice* the ideas must flow, if you are to have a fulfilling game. Thankfully, unless you are publishing your works, you always have a backup - steal from any available sources, profusely.
Not so long ago I was going through one of those creative slumps. I had a new campaign starting and didn't know where to go with it, specially as the
More thoughts on Extended Rests
I think that in my previous writings I've been quite clear about my opinions on the nature of healing surges, and ways to make the game mechanics better fit your "narrative" space. I've included examples of how to make recovery harder, or easier depending on your mood and the needs of your game.
After some consideration I started thinking about why some of the mechanics don't seem to fit, or are inadequate for the "narrative"