August 21, 2014   20 notes
In the lair of the frogmen, in the dungeons below The Temple of the Frog.  (David Sutherland, from D&D Supplement II Blackmoor by Dave Arneson, TSR, 1975.)

In the lair of the frogmen, in the dungeons below The Temple of the Frog.  (David Sutherland, from D&D Supplement II Blackmoor by Dave Arneson, TSR, 1975.)

August 20, 2014   391 notes
70sscifiart:

"Gidget Meets the Squirrel Dogs from Outer Space" by Larry Elmore, for the back cover of Heavy Metal magazine, 1979.

The squirrel dogs bear a strong resemblance to zeetvahs like Snarf from Elmore’s Snarfquest.

70sscifiart:

"Gidget Meets the Squirrel Dogs from Outer Space" by Larry Elmore, for the back cover of Heavy Metal magazine, 1979.

The squirrel dogs bear a strong resemblance to zeetvahs like Snarf from Elmore’s Snarfquest.

August 20, 2014   71 notes
fuckyeahbritisholdschoolgaming:

The Enemy Within campaign for Warhammer Fantasy Roleplay. John Blanche, 1986.

fuckyeahbritisholdschoolgaming:

The Enemy Within campaign for Warhammer Fantasy Roleplay. John Blanche, 1986.

August 19, 2014   78 notes
Chaos warriors wield cursed daemon blades forged deep beneath Khorne’s throne.  (Ian Miller, from ”Weapons of Chaos”, preview of Realm of Chaos: Slaves to Darkness, in White Dwarf 103, July 1988.)

Chaos warriors wield cursed daemon blades forged deep beneath Khorne’s throne.  (Ian Miller, from ”Weapons of Chaos”, preview of Realm of Chaos: Slaves to Darkness, in White Dwarf 103, July 1988.)

August 18, 2014   13 notes

thelordpineapple said: Hey I've got a group at my school that I DM for, but we really only have about 20 to 30 minutes for our sessions, not like the 2-3 hour sessions you see other places. I've had to create home brewed and simplified character sheets, and generally create my own campaigns and modules, but is there any other suggestions you have for making a game like that run smoother and keep the players happy?

With such a short playing time you definitely need to keep the players fully engaged so they want to start on time and keep things moving without too many distractions.  It sounds like you may have streamlined some of your rules already.  My ideas aren’t specific to any particular game or mechanics.

This may be obvious, but think about the difference between trying to watch a movie in short fragmented segments vs watching whole episodes of a half hour TV show that introduces a plot and resolves it by the end.  Your adventures will be played as a series of short episodes, so you probably need to have one or more discrete short encounters that you can begin and end in one sitting so players feel they are getting somewhere step-by-step instead of always pausing the action in mid-fight so it feels unresolved.  

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August 18, 2014   41 notes
An orc army marches to war with drums and trophy skulls.  (Jim Holloway from “Armies From the Ground Up” by James A. Yates, Dragon magazine No. 125, TSR, September 1987.)

An orc army marches to war with drums and trophy skulls.  (Jim Holloway from “Armies From the Ground Up” by James A. Yates, Dragon magazine No. 125, TSR, September 1987.)

August 17, 2014   27 notes
Dark Star Hellions swoop ganger on Nebulon-Q swoop racer.  A different swoop is seen startling a Ronto in Mos Eisley in the Special Edition of Episode IV.  (From the first edition Star Wars Sourcebook for the Star Wars RPG, by Bill Slavicsek and Curtis Smith, West End Games, 1987.)

Dark Star Hellions swoop ganger on Nebulon-Q swoop racer.  A different swoop is seen startling a Ronto in Mos Eisley in the Special Edition of Episode IV.  (From the first edition Star Wars Sourcebook for the Star Wars RPG, by Bill Slavicsek and Curtis Smith, West End Games, 1987.)

August 17, 2014   25 notes
Some of the speeder bikes and scooters from the first edition Star Wars Sourcebook for the Star Wars RPG, by Bill Slavicsek and Curtis Smith, West End Games, 1987.  Much of the expanded universe began with WEG digging into the archives of unused concept art and developing stats for the alternative vehicle and character designs not seen in the films.

Some of the speeder bikes and scooters from the first edition Star Wars Sourcebook for the Star Wars RPG, by Bill Slavicsek and Curtis Smith, West End Games, 1987.  Much of the expanded universe began with WEG digging into the archives of unused concept art and developing stats for the alternative vehicle and character designs not seen in the films.

August 16, 2014   18 notes

scarabattoli said: I want to start a Star Wars campaign but I have a problem: how do I control my players movement without making them too "rail-roady"? In a fantasy setting if the players diverge from the path you can still make a small town or put an orc ambush but what I can do when they move with a spaceship? Do I need to map the whole galaxy before hand? Thanks for the help.

burilgi:

oldschoolfrp:

I gamed mostly in fantasy settings for a long time, partly because I had questions like this.  Short answer:  Don’t let them start with their own spaceship.  (You wouldn’t start most fantasy campaigns with a party owning a ship or gating between planes.)  

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I ran a Rolemaster campaign where the characters owned a ship. The leader of our party was an exceptionally bright young man with mischievous streak about a mile wide. He tended to break refs.

I like improvisation so I managed to work with whatever Raeolin (out Magician leader) managed to throw at me. He took a perverse joy in starting each session by heading to the least described parts of the map. Eventually this grew tiresome even for me.

My solution was to end each session knowing absolutely where the ship was headed next. The same thing works for a starship. Just make sure you know in advance where they are going.

Yes, try ending the session with the hyperspace jump, play some theme music, roll the credits.  Then you can prepare the details of the next planet and be ready for the next game.

August 16, 2014   2 notes

One might think Tumblr would fix the “Read More” break to work correctly in their own mobile app.  One would be wrong.

(ETA—The funny thing is it works in reblogs, so there must be a way to force it to work right the first time.)
August 16, 2014   18 notes

scarabattoli said: I want to start a Star Wars campaign but I have a problem: how do I control my players movement without making them too "rail-roady"? In a fantasy setting if the players diverge from the path you can still make a small town or put an orc ambush but what I can do when they move with a spaceship? Do I need to map the whole galaxy before hand? Thanks for the help.

I gamed mostly in fantasy settings for a long time, partly because I had questions like this.  Short answer:  Don’t let them start with their own spaceship.  (You wouldn’t start most fantasy campaigns with a party owning a ship or gating between planes.)  

Read More

August 16, 2014   99 notes
A demon idol begins to come to life as a summoning ritual takes effect.  (Lawrence Heath from Fantasy Wargaming by Bruce Galloway, Stein and Day, 1981.)

A demon idol begins to come to life as a summoning ritual takes effect.  (Lawrence Heath from Fantasy Wargaming by Bruce Galloway, Stein and Day, 1981.)

August 15, 2014   42 notes
oldschoolfrp:

Some Timothy Truman characters are ready for Gen Con XVI and the new computerized pre-registration.  (Ad from Dragon magazine no 74, TSR, June 1983.)

oldschoolfrp:

Some Timothy Truman characters are ready for Gen Con XVI and the new computerized pre-registration.  (Ad from Dragon magazine no 74, TSR, June 1983.)

August 15, 2014   37 notes
oldschoolfrp:

Gen Con IX ad from Dragon Magazine, Vol. 1, No. 1, June 1976.

It’s that time of year again.

oldschoolfrp:

Gen Con IX ad from Dragon Magazine, Vol. 1, No. 1, June 1976.

It’s that time of year again.

August 15, 2014   41 notes
Gen Con XII, ad from Dragon magazine No. 28, August 1979.

Gen Con XII, ad from Dragon magazine No. 28, August 1979.