My only experience running Shadowdark was 12 sessions of Arden Vul. I had a really good time with it, as did my group.
The moment they started looting torches instead of actual items was golden for me.
It’s out. GURPS Skill Trees. It’s a good book about reconfiguring the skill system through a skill tree approach. It there’s also some Information about reducing the number of skills without resorting to the Bang! Skills solution.
I lost a player last year in October. Two year cancer battle. It just sucks. We immediately canned the campaign and took a coupe of weeks off. Savage Worlds was his favorite game and one of my favorite games to run. I hadn’t been able to touch in 8 months or so. Every time I thought...
2e: Planescape boxed sets. Still the high water mark for creativity. World Builders Guidebook. Such a great tool.
3x: Cityscape. Great city supplement. Shackeled City. Set the design paradigm for the entirety of Paizo’s existence.
4e: Dungeon Masters Guide. A great DM’s guide for...
The last models abd resin add-on bits I for my nascent Blood Angels 40k army. Robin Williams was right. Cocaine is a cheaper habit.
It’s going to look good when it’s done but it’s been twice as expensive as I was initially planning.
The 6 session minimum kind of happened by accident. I’m the forever DM of the group and was going through a phase where I wanted to try a bunch of different stuff. My players got frustrated. When I asked the minimum number games should be per game they all said 6. So that’s what we go with...
We have a 6 session minimum rule for games. One shots aside we can typically tell within 6 session whether a game is going to work, needs house rules for us, or if we need to bail. It also gives my players time with their characters. We might have to house rule something if we find it...
Deadlands & Blood Drive VTT modules. I’m starting a Blood Drive campaign Wednesday night. The Savage Worlds Foundry implementation is good adding the Blood Drive and Deadlands core modules is going to make my prep-life easier.