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	<title>RPG Bloggers &#187; Fluff</title>
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	<link>http://www.rpgbloggers.com</link>
	<description>The best in tabletop RPG blogs</description>
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		<title>Sessions Recaps Done by Your Players from More Than Dice</title>
		<link>http://morethandice.com/?p=618</link>
		<comments>http://morethandice.com/?p=618#comments</comments>
		<pubDate>Thu, 09 Sep 2010 14:50:01 +0000</pubDate>
		<dc:creator>More Than Dice</dc:creator>
				<category><![CDATA[RPG]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://morethandice.com/?p=618</guid>
		<description><![CDATA[In some of the earlier games that I ran, I had a hard time writing for the more bookish characters. I had always played melee classes (fighters, barbarians, and the occasional ranger) and found the motivation of casters, rogues, etc to be a little foreign . In order to help myself find more of a [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
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		<title>Steal My Ideas 1: The White Ravens from More Than Dice</title>
		<link>http://morethandice.com/?p=595</link>
		<comments>http://morethandice.com/?p=595#comments</comments>
		<pubDate>Tue, 07 Sep 2010 14:32:19 +0000</pubDate>
		<dc:creator>More Than Dice</dc:creator>
				<category><![CDATA[RPG]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://morethandice.com/?p=595</guid>
		<description><![CDATA[Most game worlds are filled to the brim with interested organizations, associations and societies. Most of these tend to be public but some are secret and can be anything from a knightly order to an esoteric cult. Even within organizations there can sometimes be secret societies such as the Jedi covenants within the Jedi order [...]]]></description>
		<wfw:commentRss>http://morethandice.com/?p=595/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Tuesday Magic Item – Summer Hat from Sea of Stars RPG Design Journal</title>
		<link>http://seaofstarsrpg.wordpress.com/2010/09/07/tuesday-magic-item-summer-hat/</link>
		<comments>http://seaofstarsrpg.wordpress.com/2010/09/07/tuesday-magic-item-summer-hat/#comments</comments>
		<pubDate>Tue, 07 Sep 2010 14:00:27 +0000</pubDate>
		<dc:creator>Sea of Stars</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>
		<category><![CDATA[pathfinder]]></category>

		<guid isPermaLink="false">http://seaofstarsrpg.wordpress.com/?p=1529</guid>
		<description><![CDATA[The old farmer treasured the hat that the Fae Lord had given him, it was a simple straw hat with an orange band that never seemed to fade, no matter how long it was in the sun.  It was the only thing he could leave to his youngest son and the only thing the young [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seaofstarsrpg.wordpress.com&#38;blog=8186685&#38;post=1529&#38;subd=seaofstarsrpg&#38;ref=&#38;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://seaofstarsrpg.wordpress.com/2010/09/07/tuesday-magic-item-summer-hat/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>New Spell – Guilder’s Oath from Sea of Stars RPG Design Journal</title>
		<link>http://seaofstarsrpg.wordpress.com/2010/09/06/new-spell-guilders-oath/</link>
		<comments>http://seaofstarsrpg.wordpress.com/2010/09/06/new-spell-guilders-oath/#comments</comments>
		<pubDate>Mon, 06 Sep 2010 13:05:01 +0000</pubDate>
		<dc:creator>Sea of Stars</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>
		<category><![CDATA[pathfinder]]></category>

		<guid isPermaLink="false">http://seaofstarsrpg.wordpress.com/?p=1521</guid>
		<description><![CDATA[The windows of the goldsmith&#8217;s hall were covered with cloth of gold and guards with halberds stood outside all of the doors.  Only the faint light of scores of candles could be seen through the cracks and the low chants could be heard from inside where the new masters were taking the oaths that would [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seaofstarsrpg.wordpress.com&#38;blog=8186685&#38;post=1521&#38;subd=seaofstarsrpg&#38;ref=&#38;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://seaofstarsrpg.wordpress.com/2010/09/06/new-spell-guilders-oath/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>New Spell – Whispers of the City (for Patherfinder and L5R, 4th Ed)</title>
		<link>http://www.rpgbloggers.com/2010/09/new-spell-%e2%80%93-whispers-of-the-city-for-patherfinder-and-l5r-4th-ed/</link>
		<comments>http://www.rpgbloggers.com/2010/09/new-spell-%e2%80%93-whispers-of-the-city-for-patherfinder-and-l5r-4th-ed/#comments</comments>
		<pubDate>Sat, 04 Sep 2010 03:29:06 +0000</pubDate>
		<dc:creator>Sea of Stars</dc:creator>
				<category><![CDATA[Legend of the Five Rings]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>
		<category><![CDATA[pathfinder]]></category>

		<guid isPermaLink="false">http://seaofstarsrpg.wordpress.com/?p=1513</guid>
		<description><![CDATA[If you listen to the City, it will whisper its secrets in your ear. Whispers of the City for Pathfinder School divination [language-dependent]; Level Brd 1, Clr 2, Sor/Wiz 2 Components V, S, AF (wine glass), DF Casting Time 1 minute Range Touch Target One being Duration Special (see below) Saving Throw Will (harmless) and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seaofstarsrpg.wordpress.com&#38;blog=8186685&#38;post=1513&#38;subd=seaofstarsrpg&#38;ref=&#38;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://www.rpgbloggers.com/2010/09/new-spell-%e2%80%93-whispers-of-the-city-for-patherfinder-and-l5r-4th-ed/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Campaign Design: Gods and Spirits 2 from More Than Dice</title>
		<link>http://morethandice.com/?p=582</link>
		<comments>http://morethandice.com/?p=582#comments</comments>
		<pubDate>Fri, 03 Sep 2010 17:42:30 +0000</pubDate>
		<dc:creator>More Than Dice</dc:creator>
				<category><![CDATA[RPG]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://morethandice.com/?p=582</guid>
		<description><![CDATA[In the last installment of &#8220;Campaign Design&#8221; I discussed deity creation in a broad sense that helps one get their bearings before building pantheons. In today&#8217;s post we will discuss the more focused process of designing individual gods, their churches and their domains. When building monotheistic faiths the first question you should ask is whether [...]]]></description>
		<wfw:commentRss>http://morethandice.com/?p=582/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Do you fit the game to the group or the group to the game? from More Than Dice</title>
		<link>http://morethandice.com/?p=552</link>
		<comments>http://morethandice.com/?p=552#comments</comments>
		<pubDate>Thu, 02 Sep 2010 14:45:33 +0000</pubDate>
		<dc:creator>More Than Dice</dc:creator>
				<category><![CDATA[RPG]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://morethandice.com/?p=552</guid>
		<description><![CDATA[When I ran my first campaign, I started with a pre-boxed module “The Speaker in Dreams” and quickly realized that it was a terrible idea to try and mold my group to the confines of the module I had purchased. As the junior member of the group I had only been RP’ing for 12 years [...]]]></description>
		<wfw:commentRss>http://morethandice.com/?p=552/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Magical Location Design: Ravyn’s Guide to Geomancy from Exchange of Realities</title>
		<link>http://www.exchangeofrealities.com/2010/09/02/magical-location-design-ravyns-guide-to-geomancy/</link>
		<comments>http://www.exchangeofrealities.com/2010/09/02/magical-location-design-ravyns-guide-to-geomancy/#comments</comments>
		<pubDate>Thu, 02 Sep 2010 08:00:57 +0000</pubDate>
		<dc:creator>Exchange of Realities</dc:creator>
				<category><![CDATA[GM Advice]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>
		<category><![CDATA[roleplaying]]></category>

		<guid isPermaLink="false">http://www.exchangeofrealities.com/?p=2041</guid>
		<description><![CDATA[In yesterday&#8217;s post about creating magical locations based on their purpose, I mentioned the possibility of the purpose being to channel magic, and said I&#8217;d discuss it later. “The following day” counts as later, don&#8217;t you think?
Like necromancy&#8217;s slow shift from “My divinations require a corpse of some sort, preferably fresh” to “OMG FEAR MY [...]]]></description>
		<wfw:commentRss>http://www.exchangeofrealities.com/2010/09/02/magical-location-design-ravyns-guide-to-geomancy/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
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		<title>New Magic Item – Dragonwing Cloak from Sea of Stars RPG Design Journal</title>
		<link>http://seaofstarsrpg.wordpress.com/2010/09/01/new-magic-item-dragonwing-cloak/</link>
		<comments>http://seaofstarsrpg.wordpress.com/2010/09/01/new-magic-item-dragonwing-cloak/#comments</comments>
		<pubDate>Wed, 01 Sep 2010 21:47:11 +0000</pubDate>
		<dc:creator>Sea of Stars</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>
		<category><![CDATA[pathfinder]]></category>

		<guid isPermaLink="false">http://seaofstarsrpg.wordpress.com/?p=1508</guid>
		<description><![CDATA[The knight leap off the balcony, his black cloak snapping into draconic wings which beat heavily, carrying into the air to give chase to those that had kidnapped his lady. Dragonwing Cloak These cloaks are made of scaled leather, often of odd or metallic coloration with a cloak pin of carved bone and precious metal.  [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seaofstarsrpg.wordpress.com&#38;blog=8186685&#38;post=1508&#38;subd=seaofstarsrpg&#38;ref=&#38;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://seaofstarsrpg.wordpress.com/2010/09/01/new-magic-item-dragonwing-cloak/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Picking your Players from More Than Dice</title>
		<link>http://morethandice.com/?p=555</link>
		<comments>http://morethandice.com/?p=555#comments</comments>
		<pubDate>Wed, 01 Sep 2010 15:00:43 +0000</pubDate>
		<dc:creator>More Than Dice</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://morethandice.com/?p=555</guid>
		<description><![CDATA[When planning to start a new campaign it is important to keep in mind the social as well as the technical aspects. As a DM you are expected to devise a world, plan hooks, and orchestrate encounters, but something that can be overlooked is player compatibility both at the table and in the game. The [...]]]></description>
		<wfw:commentRss>http://morethandice.com/?p=555/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Magical Location Design: To Every Place, a Purpose from Exchange of Realities</title>
		<link>http://www.exchangeofrealities.com/2010/09/01/magical-location-design-to-every-place-a-purpose/</link>
		<comments>http://www.exchangeofrealities.com/2010/09/01/magical-location-design-to-every-place-a-purpose/#comments</comments>
		<pubDate>Wed, 01 Sep 2010 08:00:58 +0000</pubDate>
		<dc:creator>Exchange of Realities</dc:creator>
				<category><![CDATA[GM Advice]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>
		<category><![CDATA[roleplaying]]></category>

		<guid isPermaLink="false">http://www.exchangeofrealities.com/?p=2038</guid>
		<description><![CDATA[One of the most common first approaches I see for designing a magical location is determining its purpose. Sometimes, it&#8217;s to channel magic in a certain way, but that&#8217;s less common and not necessarily likely to stand on its own—we&#8217;ll get into those later. But most of the time, even on an inherently magical building, [...]]]></description>
		<wfw:commentRss>http://www.exchangeofrealities.com/2010/09/01/magical-location-design-to-every-place-a-purpose/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
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		<title>Campaign Design: Gods and Spirits 1 from More Than Dice</title>
		<link>http://morethandice.com/?p=560</link>
		<comments>http://morethandice.com/?p=560#comments</comments>
		<pubDate>Tue, 31 Aug 2010 16:31:37 +0000</pubDate>
		<dc:creator>More Than Dice</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://morethandice.com/?p=560</guid>
		<description><![CDATA[When I create a new game world I almost always create a new pantheon or pantheons to go with it. I have never been a fan of the standard D&#38;D gods and usually craft a religious system that suits the cultures I have created. When building religious systems for your world you must first decide [...]]]></description>
		<wfw:commentRss>http://morethandice.com/?p=560/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Magical Location Design: Establishing a Mood from Exchange of Realities</title>
		<link>http://www.exchangeofrealities.com/2010/08/31/magical-location-design-establishing-a-mood/</link>
		<comments>http://www.exchangeofrealities.com/2010/08/31/magical-location-design-establishing-a-mood/#comments</comments>
		<pubDate>Tue, 31 Aug 2010 08:00:56 +0000</pubDate>
		<dc:creator>Exchange of Realities</dc:creator>
				<category><![CDATA[GM Advice]]></category>
		<category><![CDATA[RPG Hub]]></category>
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		<category><![CDATA[roleplaying]]></category>

		<guid isPermaLink="false">http://www.exchangeofrealities.com/?p=2035</guid>
		<description><![CDATA[I talked yesterday about designing a magical location around the effect it was supposed to have on the audience. But it&#8217;s one thing to say “I want this effect”, and another thing entirely to get the effect in question. How do you go about it?
First, of course, is actually choosing the effect. It goes without [...]]]></description>
		<wfw:commentRss>http://www.exchangeofrealities.com/2010/08/31/magical-location-design-establishing-a-mood/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Conscience of the Eight – Remorseless Killer and Hunter of Sen’tek from Sea of Stars RPG Design Journal</title>
		<link>http://seaofstarsrpg.wordpress.com/2010/08/30/conscience-of-the-eight-remorseless-killer-and-hunter-of-sen%e2%80%99tek/</link>
		<comments>http://seaofstarsrpg.wordpress.com/2010/08/30/conscience-of-the-eight-remorseless-killer-and-hunter-of-sen%e2%80%99tek/#comments</comments>
		<pubDate>Tue, 31 Aug 2010 02:41:16 +0000</pubDate>
		<dc:creator>Sea of Stars</dc:creator>
				<category><![CDATA[Character]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://seaofstarsrpg.wordpress.com/?p=1498</guid>
		<description><![CDATA[Conscience of the Eight, Remorseless Killer and Hunter of Sen’tek Quote: Some would feel regret on leaving you to lie in a pool of your own blood, I may, but only because I have stood too close and bloodied my boots. Tell me of your conscience, what would it have you not do? Description: Conscience [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seaofstarsrpg.wordpress.com&#38;blog=8186685&#38;post=1498&#38;subd=seaofstarsrpg&#38;ref=&#38;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://seaofstarsrpg.wordpress.com/2010/08/30/conscience-of-the-eight-remorseless-killer-and-hunter-of-sen%e2%80%99tek/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Campaign Design: Site and Situation from More Than Dice</title>
		<link>http://morethandice.com/?p=536</link>
		<comments>http://morethandice.com/?p=536#comments</comments>
		<pubDate>Mon, 30 Aug 2010 16:12:31 +0000</pubDate>
		<dc:creator>More Than Dice</dc:creator>
				<category><![CDATA[RPG]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://morethandice.com/?p=536</guid>
		<description><![CDATA[When building a campaign setting you are building a world for your party to interact with. When doing this one does not design and plan every location but instead focuses on key locations. A storyteller might have a general knowledge of most places but only really flesh out those the party will visit. For example [...]]]></description>
		<wfw:commentRss>http://morethandice.com/?p=536/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Three Starting Points for Designing Magical Locations from Exchange of Realities</title>
		<link>http://www.exchangeofrealities.com/2010/08/30/three-starting-points-for-designing-magical-locations/</link>
		<comments>http://www.exchangeofrealities.com/2010/08/30/three-starting-points-for-designing-magical-locations/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 08:00:32 +0000</pubDate>
		<dc:creator>Exchange of Realities</dc:creator>
				<category><![CDATA[GM Advice]]></category>
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		<category><![CDATA[World Building]]></category>
		<category><![CDATA[roleplaying]]></category>

		<guid isPermaLink="false">http://www.exchangeofrealities.com/?p=2031</guid>
		<description><![CDATA[What fun is a fantasy world without inherently magical locations? They make it clear which genre you&#8217;re operating in, provide a little color, and because of the ability to use elements not present in mundane locations, can often create a more intense and targeted mood than their mundane counterparts. I usually begin with a combination [...]]]></description>
		<wfw:commentRss>http://www.exchangeofrealities.com/2010/08/30/three-starting-points-for-designing-magical-locations/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Opportunity Actions: Hybridizing Gameplay from RPG Musings</title>
		<link>http://www.rpgmusings.com/2010/08/opportunity-actions-hybridizing-gameplay/</link>
		<comments>http://www.rpgmusings.com/2010/08/opportunity-actions-hybridizing-gameplay/#comments</comments>
		<pubDate>Sun, 29 Aug 2010 16:30:58 +0000</pubDate>
		<dc:creator>DM Samuels RPG Musings</dc:creator>
				<category><![CDATA[Advice/Tools]]></category>
		<category><![CDATA[Inspiration]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Player Advice]]></category>
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		<guid isPermaLink="false">http://www.rpgmusings.com/?p=1117</guid>
		<description><![CDATA[It&#8217;s tough. People&#8217;s schedules just don&#8217;t always line up the way we&#8217;d like them to. People move. People get married, have kids, and other things that make getting together less and less possible. So, what do you do? Many groups call it quits after they find they can&#8217;t get together once every week, month, or [...]]]></description>
		<wfw:commentRss>http://www.rpgmusings.com/2010/08/opportunity-actions-hybridizing-gameplay/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Creative Challenges from More Than Dice</title>
		<link>http://morethandice.com/?p=521</link>
		<comments>http://morethandice.com/?p=521#comments</comments>
		<pubDate>Fri, 27 Aug 2010 14:46:40 +0000</pubDate>
		<dc:creator>More Than Dice</dc:creator>
				<category><![CDATA[RPG]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://morethandice.com/?p=521</guid>
		<description><![CDATA[In any RPG campaign the majority of the encounters are straightforward in their objectives. To kill the bad guys, to disarm the traps and to gather the information are the three universal goals of most RPG encounters. Today I am here to tell you that one of the easiest ways to make campaigns more memorable [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>The Uses of Ancient Civilizations from Exchange of Realities</title>
		<link>http://www.exchangeofrealities.com/2010/08/27/the-uses-of-ancient-civilizations/</link>
		<comments>http://www.exchangeofrealities.com/2010/08/27/the-uses-of-ancient-civilizations/#comments</comments>
		<pubDate>Fri, 27 Aug 2010 08:00:37 +0000</pubDate>
		<dc:creator>Exchange of Realities</dc:creator>
				<category><![CDATA[GM Advice]]></category>
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		<category><![CDATA[World Building]]></category>
		<category><![CDATA[roleplaying]]></category>

		<guid isPermaLink="false">http://www.exchangeofrealities.com/?p=2023</guid>
		<description><![CDATA[There&#8217;s one in every world, isn&#8217;t there? Somewhere in history, there was a civilization. It was advanced, or at least looked advanced, probably in the areas of magic or technology. At least one society is descended from it, one way or another (or so they claim). And it&#8217;s not here now.
Ancient civilizations are ubiquitous because [...]]]></description>
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		<title>Alkemy Terrain Board – Part 4 from Frosthawk Games - Tabletop Gaming &amp; Hobby Blog</title>
		<link>http://blog.frosthawk.com/alkemy-terrain-board-part-4/</link>
		<comments>http://blog.frosthawk.com/alkemy-terrain-board-part-4/#comments</comments>
		<pubDate>Thu, 26 Aug 2010 20:32:41 +0000</pubDate>
		<dc:creator>blog.frosthawk.com</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://blog.frosthawk.com/?p=668</guid>
		<description><![CDATA[I&#8217;ve made quite a bit of progress on the board since my last update. Work with the Sculptamold was completed, evening out the tiered layers, and adding shape and definition to the cave.  Most of the work was done using drywall tools, and a couple clay sculpting tools I have on hand.  Stairs from the <a href='http://blog.frosthawk.com/alkemy-terrain-board-part-4/'>[...]</a>]]></description>
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		<title>Tuesday Magic Item – Spectral Feast from Sea of Stars RPG Design Journal</title>
		<link>http://seaofstarsrpg.wordpress.com/2010/08/24/tuesday-magic-item-spectral-feast/</link>
		<comments>http://seaofstarsrpg.wordpress.com/2010/08/24/tuesday-magic-item-spectral-feast/#comments</comments>
		<pubDate>Wed, 25 Aug 2010 03:06:45 +0000</pubDate>
		<dc:creator>Sea of Stars</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>
		<category><![CDATA[pathfinder]]></category>

		<guid isPermaLink="false">http://seaofstarsrpg.wordpress.com/?p=1477</guid>
		<description><![CDATA[Ivek opened the sealed ceramic container.  &#8220;Uk, I would not eat this.&#8221; &#8220;Luckily, you do not have to,&#8221; snapped Volosh the Blue, &#8220;it is for the ghost.  Hope that he likes the smell.&#8221; Spectral Feast These are simple meals enhanced with rare and secret spices, kept sealed in ceramic jars warded with protective and preserving [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seaofstarsrpg.wordpress.com&#38;blog=8186685&#38;post=1477&#38;subd=seaofstarsrpg&#38;ref=&#38;feed=1" width="1" height="1" />]]></description>
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		<title>Starting the Campaign 1 from More Than Dice</title>
		<link>http://morethandice.com/?p=494</link>
		<comments>http://morethandice.com/?p=494#comments</comments>
		<pubDate>Tue, 24 Aug 2010 13:51:56 +0000</pubDate>
		<dc:creator>More Than Dice</dc:creator>
				<category><![CDATA[RPG]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://morethandice.com/?p=494</guid>
		<description><![CDATA[Before I start any new campaign I always ask myself whether or not I want the game to have a set ending or continue as long as the party is willing to play. For example a campaign with a set ending would end after the players defeated the dark lord or reached some other milestone [...]]]></description>
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		<title>Linking Backstories and Character Introductions from More Than Dice</title>
		<link>http://morethandice.com/?p=472</link>
		<comments>http://morethandice.com/?p=472#comments</comments>
		<pubDate>Mon, 23 Aug 2010 14:42:41 +0000</pubDate>
		<dc:creator>More Than Dice</dc:creator>
				<category><![CDATA[RPG]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://morethandice.com/?p=472</guid>
		<description><![CDATA[One of the most difficult challenges as the storyteller is getting the characters together at the start in a creative and meaningful way.  It is not difficult to put the party into a situation that would require them to work together in the short run but often the party staying together in the long run [...]]]></description>
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		<title>Late Again?? from The Player's Side of the Screen</title>
		<link>http://feedproxy.google.com/~r/ThePlayersSideOfTheScreen/~3/QVOo3gJXcgo/late-again.html</link>
		<comments>http://feedproxy.google.com/~r/ThePlayersSideOfTheScreen/~3/QVOo3gJXcgo/late-again.html#comments</comments>
		<pubDate>Fri, 20 Aug 2010 16:08:29 +0000</pubDate>
		<dc:creator>The Player's Side</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
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		<guid isPermaLink="false">tag:www.rpgbloggers.com://7619aa66e47a9b39e37e5a03379df16b</guid>
		<description><![CDATA[Oops. Well, folk, I've been a tad busy, getting ready to move back to college, visiting with an old friend, that sort of stuff. So, I'll keep things brief by offering a little something for all of you to peruse. I'll be running a campaign next semester, and I've got a little page up about it.Obsidian Portal for Spark of FaeThere's not a whole lot there (Races and info on the power sources is just]]></description>
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		<title>New Magic Item – Jade Oroboros from Sea of Stars RPG Design Journal</title>
		<link>http://seaofstarsrpg.wordpress.com/2010/08/19/new-magic-item-jade-oroboros/</link>
		<comments>http://seaofstarsrpg.wordpress.com/2010/08/19/new-magic-item-jade-oroboros/#comments</comments>
		<pubDate>Thu, 19 Aug 2010 21:25:18 +0000</pubDate>
		<dc:creator>Sea of Stars</dc:creator>
				<category><![CDATA[Legend of the Five Rings]]></category>
		<category><![CDATA[RPG Hub]]></category>
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		<category><![CDATA[pathfinder]]></category>

		<guid isPermaLink="false">http://seaofstarsrpg.wordpress.com/?p=1465</guid>
		<description><![CDATA[&#8220;I may die but I will not fall!&#8221; cried the priest, dropping to his knees as the dark magic crushed the life from him. &#8220;We shall see,&#8221; cackled the foul blood wizard and began a chant to animate the poor man&#8217;s body.  As the body swayed and began to stand, the jade bracelet flared with [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seaofstarsrpg.wordpress.com&#38;blog=8186685&#38;post=1465&#38;subd=seaofstarsrpg&#38;ref=&#38;feed=1" width="1" height="1" />]]></description>
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		<title>L5R Thoughts – the Snake Clan from Sea of Stars RPG Design Journal</title>
		<link>http://seaofstarsrpg.wordpress.com/2010/08/19/l5r-thoughts-the-snake-clan/</link>
		<comments>http://seaofstarsrpg.wordpress.com/2010/08/19/l5r-thoughts-the-snake-clan/#comments</comments>
		<pubDate>Thu, 19 Aug 2010 16:51:40 +0000</pubDate>
		<dc:creator>Sea of Stars</dc:creator>
				<category><![CDATA[Legend of the Five Rings]]></category>
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		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://seaofstarsrpg.wordpress.com/?p=1460</guid>
		<description><![CDATA[As I have mentioned, the minor clans fill an important role in the Empire of Rokugan filling odd but useful niches and making the Empire a more interesting and complex place. One of these is the Snake Clan, which was founded by Isawa Chuda who had saved the Emperor from assassination by a blood cult [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seaofstarsrpg.wordpress.com&#38;blog=8186685&#38;post=1460&#38;subd=seaofstarsrpg&#38;ref=&#38;feed=1" width="1" height="1" />]]></description>
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		<title>Creature Comforts &#8211; Arctic from Initiative Or What?</title>
		<link>http://initorwhat.blogspot.com/2010/08/creature-comforts-arctic.html</link>
		<comments>http://initorwhat.blogspot.com/2010/08/creature-comforts-arctic.html#comments</comments>
		<pubDate>Wed, 18 Aug 2010 19:53:00 +0000</pubDate>
		<dc:creator>Initiative Or What?</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
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		<category><![CDATA[rpg inspiration]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-33628427.post-2725335618949007446</guid>
		<description><![CDATA[The frozen wastelands of the arctic regions of the world are probably some of the harshest environments known.  Little food, deadly cold temperatures, and virtually no shelter make survival in such areas difficult – if not impossible.  Even in these landscapes, however, civilizations have managed to survive and even thrive.  As the hearty folk of the arctic go about their day, they depend on a few creature comforts to make their lives a little easier to bear.  Here are a few of those comforts: <br />
<br />
<b><br />
Ice Hotel </b><br />
<br />
Ice that stays frozen long enough becomes like rock.  As rock, ice can be carved and shaped into many uses.  An igloo is a good example of a building made from blocks of rock-hard ice.  Such a structure is temporary, though, and larger ice structures can be carved into buildings that retain their shape for years.  An ice hotel or inn is a perfect example of utilizing the materials at hand to create a beautiful yet functional building.  Ice hotels contain all the amenities of a conventionally constructed hotel, but are (obviously) made of ice.  After experiencing the harsh arctic winds, the beautifully carved (and often polished) surroundings help lull the visitor into a restful slumber, while the occasionally echoing drip lends an exotic note to the experience.  Visiting an ice hotel can certainly be considered a creature comfort. <br />
<br />
<div class="separator" style="clear: both;text-align: center"><a href="http://1.bp.blogspot.com/_fOFOhXDxEV0/TGw4u0GgSzI/AAAAAAAABLQ/wwKS_ijZE5A/s1600/IceHotel.jpg"><img border="0" height="213" src="http://1.bp.blogspot.com/_fOFOhXDxEV0/TGw4u0GgSzI/AAAAAAAABLQ/wwKS_ijZE5A/s320/IceHotel.jpg" width="320" /></a></div><div style="text-align: center"><br />
</div><b>Game Rule:</b>  A hero that takes an extended rest within an ice hotel gains a +2 to cold Endurance checks until his next extended rest.  While the cost of a stay in an ice hotel is left to the discretion of the DM, the opulence (and rareness) of such places means that the cost of the hero’s stay can run as much as <b>10 GP</b> per night. <br />
<br />
<br />
<br />
<b>Exotic Metals </b><br />
<br />
Meteors streak through the sky everyday.  While most of these burn up in the atmosphere, a few manage to make their way to the planet’s surface as meteorites.  No where do these precious rocks show up better, than in the vast white plains of snow and ice that are found in the arctic regions of the world.  While many meteorites are simple rocks, more than a few are actually chunks of precious metal.  Iridium, mithril, gold, iron, and other metals can be found in such rocks.  The amounts found are usually small, but their exotic nature lends itself to rituals and alchemical formulas .  In edition, Star Pact warlocks often make journeys to such places, in order to find the perfect “star piece” to use as an implement.  As valuable and useful as meteorites are, they are almost certainly a creature comfort. <br />
<br />
<div class="separator" style="clear: both;text-align: center"><a href="http://1.bp.blogspot.com/_fOFOhXDxEV0/TGw44DD961I/AAAAAAAABLU/_krUzFDCT-Q/s1600/ArcticMeteorite.jpg"><img border="0" src="http://1.bp.blogspot.com/_fOFOhXDxEV0/TGw44DD961I/AAAAAAAABLU/_krUzFDCT-Q/s1600/ArcticMeteorite.jpg" /></a></div><div style="text-align: center"><br />
</div><b>Game Rule:</b>  A hero that spends 8 hours searching a minimum 1 square mile of an otherwise featureless plain of ice and snow, can make a Nature check in order to determine how much precious material he can find.  If the result is 20 or less, the hero finds nothing of value.  If the result is 25 to 21, the hero finds <b>1d10</b> ounces of metal.  If the result is 30 to 26, the hero finds <b>1d20</b> ounces of metal.  If the result is 35 to 31, the hero finds <b>1d4</b> pounds of metal.  If the result is 36 or greater, the hero finds <b>1d10</b> pounds of metal.  A hero needs to wait at least 1 year before a previously searched area can be searched again.  It is left to the DM to determine the value and type of precious material found.  In addition, a Star Pact warlock that uses a piece of meteorite as a focus, gains a +1 to attack and damage rolls when that object is incorporated into a weapon or implement used by the warlock.  <br />
<br />
<br />
<br />
<b>Aurora </b><br />
<br />
While not always the case*, arctic regions occur at the poles where the atmosphere over the crust is thinner and holds much less heat.  As the planet revolves around the sun, it’s magnetosphere captures radiation from the star it orbits.  While most of this radiation is harmlessly shunted around the planet, a certain small portion is funneled by the magnetosphere down towards the poles.  When this radiation strikes the atmosphere, it ionizes the atmosphere, leading to a beautiful display of hypnotic light.  Called an “aurora”, these lights have had a soothing effect on arctic civilizations since intelligent creatures first looked up at the night sky.  Quietly luminescent, the aurora gives its viewer a calm perspective, and bolsters one against the harsh elements of his surroundings.  Lighting the way, even in the darkest of winters, the aurora is probably the most comforting of creature comforts. <br />
<br />
<div class="separator" style="clear: both;text-align: center"><a href="http://1.bp.blogspot.com/_fOFOhXDxEV0/TGw4_Q3XXhI/AAAAAAAABLY/gqVpPExFSX0/s1600/Aurora.jpg"><img border="0" height="213" src="http://1.bp.blogspot.com/_fOFOhXDxEV0/TGw4_Q3XXhI/AAAAAAAABLY/gqVpPExFSX0/s320/Aurora.jpg" width="320" /></a></div><div style="text-align: center"><br />
</div><b>Game Rule</b>:  A hero that spends at least 1 hour during an extend rest observing the phenomenon of the aurora, gains a +1 to Insight and Perception checks until his next extended rest.  A hero that observes the aurora for more than 1 continuous week, however, loses this benefit.     <br />
<br />
<br />
<br />
Cold and forbidding, the arctic reaches are a test for any soul not actually raised there.  Fortunately, the creature comforts here can help ease the burden of a hero’s day to day survival.  I encourage you, as a DM, to sprinkle some of these comforts around whenever the heroes might find themselves in the frozen wastes.   <br />
<br />
<br />
<br />
Until next time… <br />
<br />
<br />
<br />
Game excellently with one another. <br />
<br />
<br />
<br />
<span style="font-size: x-small">*These comforts assume an earth-normal type planet.  Certain creature comforts might vary based on the physics of your local environment. </span><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33628427-2725335618949007446?l=initorwhat.blogspot.com' alt='' /></div>]]></description>
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		<title>Tuesday Magic Item – Hunter’s Cloak from Sea of Stars RPG Design Journal</title>
		<link>http://seaofstarsrpg.wordpress.com/2010/08/17/tuesday-magic-item-hunters-cloak/</link>
		<comments>http://seaofstarsrpg.wordpress.com/2010/08/17/tuesday-magic-item-hunters-cloak/#comments</comments>
		<pubDate>Wed, 18 Aug 2010 02:45:21 +0000</pubDate>
		<dc:creator>Sea of Stars</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
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		<category><![CDATA[pathfinder]]></category>

		<guid isPermaLink="false">http://seaofstarsrpg.wordpress.com/?p=1453</guid>
		<description><![CDATA[Suddenly the wood was alive with hunters aiming all sorts of weapons at us.  We had totally failed to spot them before they revealed themselves.  We slowly put down our weapons. Defeated by hunters, how embarrassing. Hunter&#8217;s Cloak These cloaks are made of heavy cloth of a neutral color, the clasp is usually made of [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seaofstarsrpg.wordpress.com&#38;blog=8186685&#38;post=1453&#38;subd=seaofstarsrpg&#38;ref=&#38;feed=1" width="1" height="1" />]]></description>
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		<title>Setting Sketch: The Queen of Roses from Justin Achilli -- Blog</title>
		<link>http://www.justinachilli.com/blog/2010/8/15/setting-sketch-the-queen-of-roses.html</link>
		<comments>http://www.justinachilli.com/blog/2010/8/15/setting-sketch-the-queen-of-roses.html#comments</comments>
		<pubDate>Sun, 15 Aug 2010 16:01:04 +0000</pubDate>
		<dc:creator>Justin Achilli</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Worldbuilding]]></category>
		<category><![CDATA[design]]></category>

		<guid isPermaLink="false">376402:4062617:8563688</guid>
		<description><![CDATA[<p>
tweetmeme_url = 'http://jachilli.squarespace.com/blog/2010/8/15/setting-sketch-the-queen-of-roses.html';
 </p>
<p>I've been working on <strong>Wintergris</strong> over the bachelor weekend while my wife and daughter are away, and in some of the downtime, I scribbled this together. It seems like it might be a fun thing to run as a one-on-one campaign using <em>Pathfinder</em> or maybe something more painterly. I liked that it mixes intrigue and "go fight stuff." In fact, I see the player in the role of the Queen's Envoy as sort of like Walsingham from <em>Elizabeth</em>. It's also fun to revel in the influences here. You can see obvious inflections of Gene Wolfe, Glen Cook, and a heapin' helpin' of Victoriana. Or perhaps just a less-deft <em>Gormenghast</em>.</p>
<hr />
<p><span>Since time out of mind, the Queen has rules the City of Roses, which spans beyond the horizon in all directions. Truly, none knows what, if anything, lies beyond Roses; no once call recall ever meeting anyone from outside its walls or even how to leave its environs. So it is with the Queen, as well &#8212; it seems she has always ruled, and likely always will.</span></p>
<h3><span>The Queen and Court</span></h3>
<p><span>Hidden behind a curtain-veil that surrounds her throne, the Queen rules the City of Roses as its unquestioned monarch. Beneath her, her court schemes in secret after making a show of bowing to her absolute power.</span>&#160;</p>
<p><span>The court is very much an extension of the Queen&#8217;s will. She grants and rescinds titles with motive known only to her, and her poisonous ire one day might turn to fawning favor the next.</span>&#160;</p>
<p><span>At present, the courtly fashion accessories in vogue are fanciful masks, giving the impression that the whole of the aristocracy is involved in an elaborate charade. While the nobles conspire behind their stylish accouterments, the politics of the realm take shape. One is left with the impression that the ceremony is as much for protection as it is for amusement &#8212; but exactly who&#8217;s playing the joke on whom often remains unclear.</span>&#160;</p>
<h3><span>The City of Roses</span></h3>
<p><span>The city itself is a sprawling mystery, a vast urban dystopia, and a clash of haves and have-nots. Unseen forces plot inscrutable agendas while the Queen&#8217;s court conducts its own perilous game of power and intrigue. Things man was not meant to know prowl the City of Roses at night, while it also issues forth wonders that might be considered little less than miracles.</span></p>
<p><span>In the city&#8217;s wealthiest neighborhoods, towers soar skyward, pushed toward the heavens by gossamer architecture and traversed by bridges that seem to fly from structure to structure, while stained-glass windows glitter like gems when the sun strikes them.</span>&#160;</p>
<p><span>Not all is so beautiful or vibrant in the City of Roses, however. Much of the city is poor, filthy, underdeveloped, or industrial. The city&#8217;s mines churn out coarse ores from beneath the surface of the earth. Smithies and refineries spew impenetrable smoke. Rookeries and tenements flourish in the shadows of the wealthy districts.</span></p>
<p><span>Much of the city &#8212; perhaps a third or more by the reckoning of some sages &#8212; is a cyclopean ruin, a still-standing testament to forgotten times. Today these ruins house the desperate and strange, and are even whispered to be the domains of monsters and other unspeakable things.</span>&#160;</p>
<h3><span>Matters of Faith</span></h3>
<p><span>Officially, the religion of the City of Roses is Theosophy, a pursuit of virtues that lead men toward &#8220;the Absolute.&#8221; The Queen&#8217;s Theosophy is a civic faith, intended to promote critical thought, science, artistic expression, commerce, and a more vaguely defined &#8220;good deeds.&#8221; Understanding of universal mysteries and a study of the arcane arts are also relevant, as Theosophy maintains that the cosmos and all its attendant powers are both conscious entities and interrelated in some capacity.</span>&#160;</p>
<p><span>An official religion does nothing to stem the tide of the various other faiths, cults, and outright heresies that thrive in the city. Everything from veneration of obscure pantheons to nature worship to a bizarre sect claiming that the Queen herself is a god finds adherents in the City of Roses. Ancestor worship, deification of abstract concepts, the Temple of the Rat-Curse God: All of these and more find their place from the home shrines to the subterranean altars of the city.</span></p>
<p></p>]]></description>
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		<title>Paranoia XP Flavour Text – Decantation Orientation Briefing from Games of State » RPG Bloggers</title>
		<link>http://www.gamesofstate.net/2010/08/paranoia-xp-flavour-text-decantation-orientation-briefing/</link>
		<comments>http://www.gamesofstate.net/2010/08/paranoia-xp-flavour-text-decantation-orientation-briefing/#comments</comments>
		<pubDate>Sat, 14 Aug 2010 23:13:00 +0000</pubDate>
		<dc:creator>Games of State</dc:creator>
				<category><![CDATA[Fluff]]></category>
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		<guid isPermaLink="false">http://www.gamesofstate.net/?p=621</guid>
		<description><![CDATA[Do not be alarmed Citizen. This is the voice of Friend Computer. Your allotted gestation and tank-based education period has been completed. Based on your conditioning programme, you have been assigned CLEARANCE: RED. In accordance with mental and physical aptitude &#8230; <a href="http://www.gamesofstate.net/2010/08/paranoia-xp-flavour-text-decantation-orientation-briefing/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<title>Pools of Mana Instead of Spells Per Day from More Than Dice</title>
		<link>http://morethandice.com/?p=397</link>
		<comments>http://morethandice.com/?p=397#comments</comments>
		<pubDate>Fri, 13 Aug 2010 15:00:06 +0000</pubDate>
		<dc:creator>More Than Dice</dc:creator>
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		<guid isPermaLink="false">http://morethandice.com/?p=397</guid>
		<description><![CDATA[Today I will be sharing an alternate magic system I have employed in my Dungeons and Dragons 3.5 Edition games. This system replaces spells per day with a pool of mana points that players can use to cast any spell they know instead of a set number of each level. I do not know if [...]]]></description>
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		<title>The Chaos of Game Night from Nevermet Press</title>
		<link>http://feedproxy.google.com/~r/NevermetPress/~3/6u6nVJE-iUg/</link>
		<comments>http://feedproxy.google.com/~r/NevermetPress/~3/6u6nVJE-iUg/#comments</comments>
		<pubDate>Fri, 13 Aug 2010 13:00:10 +0000</pubDate>
		<dc:creator>Nevermet Press</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://nevermetpress.com/?p=1879</guid>
		<description><![CDATA[Immersion, Interaction, and Organic Worlds by Charles Dickey When I engage in a role-playing game, whether as a player or GM, my highest priority is immersion. A few defining points of immersion for me: Detailed settings including but not limited to Environment &#8211; cities, forests, deserts, floating cubes of iron, islands of salt, or whatever [...]]]></description>
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		<title>Through the Lens of History – Vision 14: “You can’t get there from here” Maps in the West from the Ancient World to the Middle Ages from Sea of Stars RPG Design Journal</title>
		<link>http://seaofstarsrpg.wordpress.com/2010/08/13/through-the-lens-of-history-vision-14-%e2%80%9cyou-can%e2%80%99t-get-there-from-here%e2%80%9d-maps-in-the-west-from-the-ancient-world-to-the-middle-ages/</link>
		<comments>http://seaofstarsrpg.wordpress.com/2010/08/13/through-the-lens-of-history-vision-14-%e2%80%9cyou-can%e2%80%99t-get-there-from-here%e2%80%9d-maps-in-the-west-from-the-ancient-world-to-the-middle-ages/#comments</comments>
		<pubDate>Fri, 13 Aug 2010 12:30:26 +0000</pubDate>
		<dc:creator>Sea of Stars</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://seaofstarsrpg.wordpress.com/?p=1438</guid>
		<description><![CDATA[Through the Lens of History: Using History for Better Gaming Vision 14: “You can’t get there from here” Maps in the West from the Ancient World to the Middle Ages Maps are more than ways to show how to get from place to place; they are tools to help us understand the world. Ancient Greek [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seaofstarsrpg.wordpress.com&#38;blog=8186685&#38;post=1438&#38;subd=seaofstarsrpg&#38;ref=&#38;feed=1" width="1" height="1" />]]></description>
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		<title>Creature Comforts &#8211; Islands from Initiative Or What?</title>
		<link>http://initorwhat.blogspot.com/2010/08/creature-comforts-islands.html</link>
		<comments>http://initorwhat.blogspot.com/2010/08/creature-comforts-islands.html#comments</comments>
		<pubDate>Thu, 12 Aug 2010 17:50:00 +0000</pubDate>
		<dc:creator>Initiative Or What?</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>
		<category><![CDATA[rpg inspiration]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-33628427.post-6708545541451621302</guid>
		<description><![CDATA[While islands exist in many different climates and have varying terrain, the image that comes to mind when most folks think of “island” is one of coconut palms, sandy beaches, and beautiful blue ocean lagoons.  While such images certainly invoke peaceful pleasantries, tropical islands can also hold deadly volcanoes, uncooperative indigenous peoples, and dangerous predators.  Fortunately, the many creature comforts that can be had on a tropical island give respite to these dangers.  Presented here, are some of those comforts. <br />
<br />
<br />
<br />
<b>Coconut Oil </b><br />
<br />
The ubiquitous coconut has countless applications.  You can drink the milk, eat the flesh, use the shell as a container, or even weave the fibers of the outer shell into a rough fabric.  While these applications are valuable, indigenous island peoples learned long ago that pressing the meat or shell of the coconut could yield a valuable oil.  Like the coconut itself, coconut oil can also be used several ways.  Cooking with the oil is probably one of the most common applications, but coconut oil can also be used as a lubricant and medicine.  As medicine, coconut oil repairs and replenishes the skin.  The oil has a pleasant odor as well, which is a rare thing when it comes to medicine.  As a lubricant, coconut oil can aid in the sharpening of blades, quiet hinges in armor, or simply just make things more slippery.  With its myriad uses, it is difficult to argue that coconut oil should not be included on anyone’s list of creature comforts. <br />
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<div class="separator" style="clear: both;text-align: center"><a href="http://2.bp.blogspot.com/_fOFOhXDxEV0/TGQyWNsXFEI/AAAAAAAABK4/ETEMImyvbWI/s1600/CoconutOil.jpg"><img border="0" src="http://2.bp.blogspot.com/_fOFOhXDxEV0/TGQyWNsXFEI/AAAAAAAABK4/ETEMImyvbWI/s320/CoconutOil.jpg" /></a></div><div style="text-align: center"><br />
</div><b>Game Rule:</b>  A hero that stops to slather his wounds with coconut oil during a short rest, gains a free healing surge.  This wound treatment is only available once per day.  A hero that uses coconut oil to lubricate his metallic armor or other metal object, gains a + 1 to Stealth checks when using that object.  The object must be lubricated daily for the bonus to remain effective.  A hero can use coconut oil to make himself slippery and hard to grasp.  Using coconut oil in this fashion requires two applications of the oil for a medium creature.  Once coated, the hero gains a +2 to all checks involving Escape rolls until his next extended rest.  A single application of coconut oil costs <b>5 GP</b>. <br />
<br />
<br />
<br />
<b>Hammock </b><br />
<br />
It is difficult to imagine a more comfortable sleeping arrangement than the leisurely swaying of a soft hammock.  While not necessarily exclusive to tropical islands, hammocks can be found anywhere the ground is dangerous or uncomfortable to sleep upon.  Whether fashioned from netting, woven cloth, or even stout vines, a hammock can ensure a peaceful rest even when the ground is less than friendly.  Generally tied to supports well above the ground, sleeping in a hammock can protect from crawling insects, scorpions, and snakes.  In addition, certain cultures have learned to tightly weave specific fibers to form a mosquito netting.  Such netting can cover the hammock and protect the sleeper from these disease carrying pests.  With its enveloping form, a hammock puts no pressure points on the body, allowing for a more comfortable sleep.  With its compact design, portability, and utility, the hammock most certainly qualifies as a creature comfort. <br />
<br />
<div class="separator" style="clear: both;text-align: center"><a href="http://4.bp.blogspot.com/_fOFOhXDxEV0/TGQygoiDeEI/AAAAAAAABLA/F5zkrH8EvSc/s1600/Hammock.jpg"><img border="0" src="http://4.bp.blogspot.com/_fOFOhXDxEV0/TGQygoiDeEI/AAAAAAAABLA/F5zkrH8EvSc/s320/Hammock.jpg" /></a></div><div style="text-align: center"><br />
</div><b>Game Rule:</b>  A hero that spends an extended rest sleeping in a hammock, gains a +1 to Endurance checks until his next extended rest.  While the hero is sleeping in a hammock, he gains a +2 to his defenses against disease causing vermin.  An ordinary hammock costs <b>2 GP</b>.  If the hammock is equipped with mosquito netting, the hammock costs <b>5 GP</b>.     <br />
<br />
<br />
<br />
<b>Surf </b><br />
<br />
Virtually all tropical islands have one noticeable feature – great surf.  Whether it’s the gently lapping waves from a quiet lagoon, or the roaring crash of waves on an island cliff-side, the sound of the surf is one of the more compelling reasons folks like to visit and live on tropical islands.  The surf provides a soothing and persistent lullaby to those sleeping nearby, and can increase the awareness and insight of those that listen to it.  Beyond its soothing sounds, however, the surf can provide useful entertainment in the form of surfing.  While virtually unheard of in land-locked locales, surfing has been known to island peoples for centuries.  Utilizing a stout wooden board, surfers paddle out to where the waves form, in the hopes of capturing “the big one” and ride it all the way to the shore.  Surfers develop great strength and balance as a result of this leisure activity and this translates into greater athletic prowess.  It takes skill to become a good surfer, however, so frequent practice is a must.  Regardless of how you view the surf, there’s no denying that it’s one of the great creature comforts of the islands. <br />
<br />
<div class="separator" style="clear: both;text-align: center"><a href="http://2.bp.blogspot.com/_fOFOhXDxEV0/TGQynpl5N9I/AAAAAAAABLI/q6nAzSJJACY/s1600/Surf.jpg"><img border="0" src="http://2.bp.blogspot.com/_fOFOhXDxEV0/TGQynpl5N9I/AAAAAAAABLI/q6nAzSJJACY/s320/Surf.jpg" /></a></div><div style="text-align: center"><br />
</div><b>Game Rule:</b>  A hero that spends an extended rest within earshot of the surf, gains a +1 to both Insight and Perception checks until his next extended rest.  If the hero takes more than 1 week of extended rests within earshot of the surf, the benefit is lost.   A hero that trains at least once a week for 6 months learning to surf, gains a +1 to Acrobatic and Athletics checks.  This benefit is lost, if the hero fails to surf at least once every 6 months thereafter.     <br />
<br />
<br />
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A tropical island can be a dangerous, lonely place, but it can also be considered a tropical paradise of creature comforts.  So reach for the coconut oil, grab a board, and surf the day away.  DMs, encourage your players to participate in an island campaign by sprinkling some of these creature comforts about.  <br />
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Until next time… <br />
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Game excellently with one another.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33628427-6708545541451621302?l=initorwhat.blogspot.com' alt='' /></div>]]></description>
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		<title>Using Wikimedia Commons To Flesh Out Your World from RPG Blog II</title>
		<link>http://feedproxy.google.com/~r/rpgblog2/~3/gsjs6FtT22g/using-wikimedia-commons-to-flesh-out.html</link>
		<comments>http://feedproxy.google.com/~r/rpgblog2/~3/gsjs6FtT22g/using-wikimedia-commons-to-flesh-out.html#comments</comments>
		<pubDate>Thu, 12 Aug 2010 10:25:00 +0000</pubDate>
		<dc:creator>RPG Blog II</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Worldbuilding]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-6702508936667404812.post-3712121894897797788</guid>
		<description><![CDATA[I’ve been working on this weird Earthsea/Odyssey/de Camp/Howard setting for a while now, but was having trouble describing some of the locations of the world.  For those who haven’t heard it before, the Middle Isles are populated with thousands of tiny aisles.  Vengeful, accursed Titans await, as do weird cities with black ziggurats and drums in the night.   Sea raids are a fact of life for many, and cold steel avails one much more than dangerous magic.<br /><br />As  I mentioned above, I knew how I could write about these places, but it felt like I was meeting those very special details to bring it all home.<br /><br />That’s when I decided to try <a href="http://commons.wikimedia.org/wiki/Main_Page"><span style="font-weight: bold">Wikimedia Commons</span></a>. Wikimedia Commons has a huge number of landscape pics that may often be freely used (check the license).  Below are just a few I’ve found to flesh out my world:<br /><br />Norvuland is a place full of rolling, green mountains, where chieftains still rule in secluded valleys that are cut off from one another in the winter:<br /><br /><div style="text-align: center"><a href="http://upload.wikimedia.org/wikipedia/commons/7/72/Green_Mountains.jpg"><img style="margin: 0px auto 10px;text-align: center;cursor: pointer;width: 498px;height: 373px" src="http://upload.wikimedia.org/wikipedia/commons/7/72/Green_Mountains.jpg" alt="" border="0" /></a><span style="font-style: italic;font-size:78%">This file is licensed under the Creative Commons Attribution-Share Alike 2.0 Generic license; author Duncan McGoldrick</span><br /></div><br />Further north, towards the edge of the world, the Eshem mountains see frozen rivers lead to a frozen sea:<br /><br /><a href="http://upload.wikimedia.org/wikipedia/commons/d/de/Frozen_River_%28Leh-India%29.jpg"><img style="margin: 0px auto 10px;text-align: center;cursor: pointer;width: 510px;height: 379px" src="http://upload.wikimedia.org/wikipedia/commons/d/de/Frozen_River_%28Leh-India%29.jpg" alt="" border="0" /></a><span style="font-size:78%"><br /></span><div style="text-align: center"><span style="font-style: italic;font-size:78%">Public Domain</span><span style="font-size:78%"><span style="font-style: italic"> Photo</span></span><br /></div><br />I also wanted some nicely evocative jungle scenery for some of the southern island settlements.  I think this pic outside of a Thai village fits the bill:<br /><br /><div style="text-align: center"><a href="http://upload.wikimedia.org/wikipedia/commons/6/69/Thailand_Jungle_Village.jpg"><img style="margin: 0px auto 10px;text-align: center;cursor: pointer;width: 509px;height: 381px" src="http://upload.wikimedia.org/wikipedia/commons/6/69/Thailand_Jungle_Village.jpg" alt="" border="0" /></a><span style="font-style: italic;font-size:78%">This file is licensed under the Creative Commons Attribution 2.0 Generic license; author Paul Brockmeyer</span><br /></div><br /><br />Those are just a few examples, but whether you’re looking for a old bridge, a mountain vista, or an abandoned, dark beach, it should all be there for you at Wikimedia Commons.  I also really like the idea of being able to produce photos to show my players when they ask what this part of the world or another actually looks like.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6702508936667404812-3712121894897797788?l=www.rpgblog2.com' alt='' /></div><img src="http://feeds.feedburner.com/~r/rpgblog2/~4/gsjs6FtT22g" height="1">]]></description>
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		<title>Send In the Clans from Justin Achilli -- Blog</title>
		<link>http://www.justinachilli.com/blog/2010/8/11/send-in-the-clans.html</link>
		<comments>http://www.justinachilli.com/blog/2010/8/11/send-in-the-clans.html#comments</comments>
		<pubDate>Thu, 12 Aug 2010 02:15:04 +0000</pubDate>
		<dc:creator>Justin Achilli</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Worldbuilding]]></category>
		<category><![CDATA[design]]></category>

		<guid isPermaLink="false">376402:4062617:8531650</guid>
		<description><![CDATA[<p>
tweetmeme_url = 'http://jachilli.squarespace.com/blog/2010/8/11/send-in-the-clans.html';
 </p>
<p><span>Fundamentally, clans and traditional RPG classes do the same thing. They represent how a player wants to play the game. When you choose a clan, you&#8217;re telling your Storyteller, &#8220;I want to do the sorts of stuff my clan is known for.&#8221; You can mess with that a bit, but for the most part, a clan is what it is.</span></p>
<p><span><span class="full-image-float-left ssNonEditable"><span><img src="http://www.justinachilli.com/storage/caldwell_strahd.jpg?__SQUARESPACE_CACHEVERSION=1281580133861" alt="" /></span><span class="thumbnail-caption" style="width: 300px">Before clans, most depictions of vampires recalled the classic, Lugosi-style revenant aristocrat.</span></span>Further than that, though, the clans do something that classes don&#8217;t. They construct a social presence. They&#8217;re something to which a character belongs, and they&#8217;re a concept around which players can build a social solidarity for their characters. When combined with an illustrated, explanatory two-page spread, they enable a player to say, &#8220;My character is like that... and there are others like him, who may well have his back.&#8221;</span>&#160;</p>
<p><span>In theory, this is little more than faction. It&#8217;s an organization and a player belongs to it. It&#8217;s not that different from pledging fealty to the duke or enlisting in the space marines. In practice, though, it&#8217;s a much more momentous thing. It&#8217;s an automatic point of commonality with other vampires, Kindred who are not alike only in their suggested function or occupation (like a class), but who share a lineage, a supernatural proclivity, and probably even an outlook.</span>&#160;</p>
<p><span>It&#8217;s a social network, that is. A clan fills a game role by giving a character a function, like a class, but also a sense of belonging. It tells players, &#8220;There are others like you. Find them and do your clan shit. That strength in numbers will help you against your common enemies.&#8221; Oh, and you certainly have some common enemies. Right there in that two-page spread it told you what your clan&#8217;s prevailing attitude was toward other clans, and you can bet it isn't, &#8220;Yeah, those guys are pretty cool. You can trust them.&#8221;</span>&#160;</p>
<p><span>So there: All in one elegant, fun declaration of self you have:</span></p>
<ul>
<li>Function</li>
<li>Image</li>
<li>Attitude</li>
<li>Allies (ostensibly, as this is Vampire, after all...)</li>
<li>Validation</li>
<li>Direction</li>
<li>Plot hooks</li>
</ul>
<p><span>As an added bonus, clans give you the opportunity to play against type, effectively doubling that buffet of options up there. You may want to be the rebellious Ventrue, the Gangrel in repose, the humanistic Nosferatu. All of that positive stuff, well, it&#8217;s still content if it&#8217;s a negative you want to oppose or a social more you want to flout. It&#8217;s still grist for the roleplaying mill.</span>&#160;</p>
<p><span><span class="full-image-float-right ssNonEditable"><span><img src="http://www.justinachilli.com/storage/bradstreet_vampire.jpg?__SQUARESPACE_CACHEVERSION=1281580260838" alt="" /></span><span class="thumbnail-caption" style="width: 300px">TIm Bradstreet's timeless, iconic modern vampire, which still strikes an emotional chord twenty years after its first appearance. A fine piece of work, despite being done by a Steelers fan.</span></span>I remarked at a GenCon panel this year that the two-page spreads were magic, and I stand by that statement. Early drafts of </span><strong>Vampire</strong><span> didn&#8217;t have the clans. A vampire was a vampire was a vampire, and that&#8217;s all fine and good, but aside from needing to drink blood, and the assumed competition among each other for this finite (and taboo) resource, where was the conflict? With eternal life and no other inherent motivations, what did vampires do?</span>&#160;The clans took shape in that vacuum.</p>
<p><span>Introducing clans was Chris McDonough&#8217;s idea, and it came comparatively late to the development of the game. I have to think that it was the masterstroke of the game, that one magic moment when a mostly good game suddenly had its chrysalis and became a great game. Everything else worked and then, when clans became a part of it all, they tied everything together and even provided a bit of extra dimension that grew into a part of the </span><strong>Vampire</strong><span> milieu that ultimately became inextricable from it &#8212; perhaps even its focus. What better way to illustrate the religious motif pervading </span><strong>Vampire</strong><span> than with a literal transference of the sins of the sire to the childe? This concept naturally made the transition from </span><strong>Masquerade</strong><span> to Requiem. Those other, post-</span><strong>Vampire</strong><span> elements of pop culture that borrowed from </span><strong>Vampire</strong><span>, whether the houses in the Wesley Snipes </span><em>Blade</em><span> movie to the different factions of </span><em>Underworld</em><span> to the familial groups of MySpace sparkletards in </span><em>Twilight</em><span> and the Camarilla-redolent societies in </span><em>True Blood</em><span> all bear the mark and capitalize on the gravity of </span><strong>Vampire</strong><span>'s clan concept.</span></p>
<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.justinachilli.com/storage/timbrook_giovanni.jpg?__SQUARESPACE_CACHEVERSION=1281580323062" alt="" /></span><span class="thumbnail-caption" style="width: 300px">The clans all have distinct personalities and characters, whether from Masquerade or Requiem, and always have.</span></span>The clans were bigger than any signature character, and that&#8217;s all to the good. In fact, they might be so sovereign as to eclipse the single most recognizable &#8220;character&#8221; in the World of Darkness: the world itself.&#160;</p>
<p><span>Let&#8217;s get personal. I remember being introduced to the World of Darkness through </span><strong>Vampire</strong><span>. Although </span><strong>Mage</strong><span> was my first real love among the White Wolf games, I came back to </span><strong>Vampire</strong><span> in short order, entirely because I loved the clans, their feel, and what they represented. I knew that at one-on-one tabletop games or fifty-person live-action games, I&#8217;d have a contingent of clanmates who might well be allies or antagonists, but who would represent a specific take on the vampire myth. They were people first and foremost, but I could at the very least understand them as vampires and take it from there.</span>&#160;</p>
<p><span>Imagine: What would </span><strong>Vampire</strong><span> be without clans? It would certainly be personal, because the individual&#8217;s motivation would take prominence. But for those players who want a little extra guidance, some examples to follow, and some culture to be a part of... what in the game could take their place? What could accomplish what clans do as elegantly, as characteristically, and as indelibly as the clans? Without clans, </span><strong>Vampire</strong><span> certainly wouldn&#8217;t be the same game, and it&#8217;s likely that you and I wouldn&#8217;t be talking about it now.</span></p>
<p></p>]]></description>
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		<title>Tuesday Magic Item – Moth Mantle from Sea of Stars RPG Design Journal</title>
		<link>http://seaofstarsrpg.wordpress.com/2010/08/10/tuesday-magic-item-moth-mantle/</link>
		<comments>http://seaofstarsrpg.wordpress.com/2010/08/10/tuesday-magic-item-moth-mantle/#comments</comments>
		<pubDate>Wed, 11 Aug 2010 03:27:51 +0000</pubDate>
		<dc:creator>Sea of Stars</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>
		<category><![CDATA[pathfinder]]></category>

		<guid isPermaLink="false">http://seaofstarsrpg.wordpress.com/?p=1429</guid>
		<description><![CDATA[They came on silent gray wings, dropping unseen onto the grounds, they slew all within the mansion and left as they came -by air- leaving none the wiser of their deeds. Moth Mantle These simple cloaks are made of layered dull gray and brown cloth with tarnished silver clasps.  It moves without noise. The wearer [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seaofstarsrpg.wordpress.com&#38;blog=8186685&#38;post=1429&#38;subd=seaofstarsrpg&#38;ref=&#38;feed=1" width="1" height="1" />]]></description>
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		<title>Loot With Personality 2 from More Than Dice</title>
		<link>http://morethandice.com/?p=384</link>
		<comments>http://morethandice.com/?p=384#comments</comments>
		<pubDate>Tue, 10 Aug 2010 21:16:58 +0000</pubDate>
		<dc:creator>More Than Dice</dc:creator>
				<category><![CDATA[RPG]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://morethandice.com/?p=384</guid>
		<description><![CDATA[In order to illustrate the points discussed in &#8220;Loot With Personality 1&#8243; I will take you through how I create and introduce intelligent items.  The first step in my process is to decide the history, scale and scope of the item. To use an example from my past, the Sword of Binding was made by [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Alkemy Terrain Board – Part 3 from Frosthawk Games - Tabletop Gaming &amp; Hobby Blog</title>
		<link>http://blog.frosthawk.com/alkemy-terrain-board-part-3/</link>
		<comments>http://blog.frosthawk.com/alkemy-terrain-board-part-3/#comments</comments>
		<pubDate>Tue, 10 Aug 2010 18:42:40 +0000</pubDate>
		<dc:creator>blog.frosthawk.com</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://blog.frosthawk.com/?p=648</guid>
		<description><![CDATA[We&#8217;ve been building a tournament board for an Alkemy scenario I want to write, centered around a tribe of Aurlok&#8217;s defending their Manitou totem from invading forces.  I plan to use it in other games we play as well, but that is the inspiration. Since it is currently curing in the heat of the garage, <a href='http://blog.frosthawk.com/alkemy-terrain-board-part-3/'>[...]</a>]]></description>
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		<title>Loot With Personality Part 1 from More Than Dice</title>
		<link>http://morethandice.com/?p=348</link>
		<comments>http://morethandice.com/?p=348#comments</comments>
		<pubDate>Mon, 09 Aug 2010 15:33:41 +0000</pubDate>
		<dc:creator>More Than Dice</dc:creator>
				<category><![CDATA[RPG]]></category>
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		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">http://morethandice.com/?p=348</guid>
		<description><![CDATA[Storyteller: Laying upon the dragon&#8217;s hoard is a sword that appears to be made of flawless black steel Player 1: I pick up the sword and inspect it Storyteller: as your hand touches the handle you feel an evil presence enter your mind and a coldness enter your heart. Player 1: I want to drop [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>The Die of Fate, or, Character and Campaign Defining Items from RPG Musings</title>
		<link>http://www.rpgmusings.com/2010/08/the-die-of-fate/</link>
		<comments>http://www.rpgmusings.com/2010/08/the-die-of-fate/#comments</comments>
		<pubDate>Mon, 09 Aug 2010 12:00:13 +0000</pubDate>
		<dc:creator>DM Samuels RPG Musings</dc:creator>
				<category><![CDATA[4e DD]]></category>
		<category><![CDATA[Advice/Tools]]></category>
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		<guid isPermaLink="false">http://www.rpgmusings.com/?p=1026</guid>
		<description><![CDATA[  I wasn&#8217;t the best DM when I first started in the 4e world.  Part of it was our setup, 5 friends in Syracuse, NY with a laptop hooked to someone&#8217;s big screen TV, me in Pittsburgh, PA in my computer room,  Gametable or MapTools providing the game table and a Teamspeak [...]]]></description>
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		<title>Monsters Vs. Humanoids (Coming Soon to Theaters) from More Than Dice</title>
		<link>http://morethandice.com/?p=291</link>
		<comments>http://morethandice.com/?p=291#comments</comments>
		<pubDate>Fri, 06 Aug 2010 14:05:59 +0000</pubDate>
		<dc:creator>More Than Dice</dc:creator>
				<category><![CDATA[RPG]]></category>
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		<guid isPermaLink="false">http://morethandice.com/?p=291</guid>
		<description><![CDATA[Monstrous adversaries are the bread and butter of any fantasy roleplay game. From killer Jello to giant spiders adventuring parties expect to encounter strange and outlandish beings in their travels. Monsters are exciting to fight and require little or no preparation as there are entire books dedicated to providing storytellers with hundreds of ready made [...]]]></description>
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		<title>New Magic Item – Gamer’s Talisman from Sea of Stars RPG Design Journal</title>
		<link>http://seaofstarsrpg.wordpress.com/2010/08/06/new-magic-item-gamers-talisman/</link>
		<comments>http://seaofstarsrpg.wordpress.com/2010/08/06/new-magic-item-gamers-talisman/#comments</comments>
		<pubDate>Fri, 06 Aug 2010 13:00:38 +0000</pubDate>
		<dc:creator>Sea of Stars</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[World Building]]></category>
		<category><![CDATA[pathfinder]]></category>

		<guid isPermaLink="false">http://seaofstarsrpg.wordpress.com/?p=1424</guid>
		<description><![CDATA[The most skilled gambler I ever knew was Camovan of Nine-Fingers.  I heard he was killed by a rival gambler who heard that he had a lucky amulet.  Why that would lead to murder I do not know.  But I surely miss watching Camovan&#8217;s skills with the cards. Gamer’s Talisman These items come in many [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seaofstarsrpg.wordpress.com&#38;blog=8186685&#38;post=1424&#38;subd=seaofstarsrpg&#38;ref=&#38;feed=1" />]]></description>
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		<title>Recurring NPCs: Narration through Non-Player Characters. from More Than Dice</title>
		<link>http://morethandice.com/?p=296</link>
		<comments>http://morethandice.com/?p=296#comments</comments>
		<pubDate>Wed, 04 Aug 2010 19:45:30 +0000</pubDate>
		<dc:creator>More Than Dice</dc:creator>
				<category><![CDATA[RPG]]></category>
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		<guid isPermaLink="false">http://morethandice.com/?p=296</guid>
		<description><![CDATA[When creating a world for players to explore it is often too easy to focus entirely on the environment and locations rather than the people populating these places. The problem that many DMs have with putting too much energy into NPCs tends to be that the players will meet these characters once and then never [...]]]></description>
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		<title>Tuesday Magic Item – Traveler’s Case from Sea of Stars RPG Design Journal</title>
		<link>http://seaofstarsrpg.wordpress.com/2010/08/03/tuesday-magic-item-travelers-cas/</link>
		<comments>http://seaofstarsrpg.wordpress.com/2010/08/03/tuesday-magic-item-travelers-cas/#comments</comments>
		<pubDate>Wed, 04 Aug 2010 01:56:29 +0000</pubDate>
		<dc:creator>Sea of Stars</dc:creator>
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		<guid isPermaLink="false">http://seaofstarsrpg.wordpress.com/?p=1421</guid>
		<description><![CDATA[Estano the Cunning, merchant of the unusual, never traveled anywhere without his battered black case decorated with his name in flaking gold foil.  Somehow, he always managed to have what people needed. Traveler’s Case These useful items usually appear as a worn square sided leather case with brass hinges and buckles, measuring 24&#8243;x14&#8243;x8&#8243; (61x36x20cm).  Some [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seaofstarsrpg.wordpress.com&#38;blog=8186685&#38;post=1421&#38;subd=seaofstarsrpg&#38;ref=&#38;feed=1" />]]></description>
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		<title>Creature Comforts &#8211; Deserts from Initiative Or What?</title>
		<link>http://initorwhat.blogspot.com/2010/08/creature-comforts-deserts.html</link>
		<comments>http://initorwhat.blogspot.com/2010/08/creature-comforts-deserts.html#comments</comments>
		<pubDate>Tue, 03 Aug 2010 15:41:00 +0000</pubDate>
		<dc:creator>Initiative Or What?</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
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		<category><![CDATA[rpg inspiration]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-33628427.post-8478633156551968146</guid>
		<description><![CDATA[The desert can be a harsh environment for those unfamiliar with its ways.  Water is precious and rare, and food is difficult if not impossible to find.  Treacherous terrain, rare resources, and deadly predators enable the desert to take far more often than it gives.  Despite these hardships, however, there are civilizations for whom the desert is home.  Desert dwellers almost always establish their communities around precious water resources and fight tenaciously to protect them.  However, even while living in the desert struggling for survival, there are creature comforts that can be had.  Here are but a few: <br />
<br />
<br />
<b>Evaporative Cooler </b><br />
<br />
Primitive creatures learned eons ago, that air blowing over sweaty skin had a noticeable cooling effect.  Desert civilizations have long realized that channeling the desert wind over pools of water can have a similar effect, even to the point of cooling an entire building.  These evaporative coolers utilize fans that channel the desert wind over troughs or pools of water.  As the water evaporates, it cools the air, to the comfort of all.  While a source of water (such as an oasis) is required for such a device, for those that have it, it is certainly a creature comfort.  While such a device eases the burden of the desert heat, staying too long in such a place can actual make the sun’s heat more of burden, so enjoy the cool cautiously. <br />
<br />
<div class="separator" style="clear: both;text-align: center"><a href="http://2.bp.blogspot.com/_fOFOhXDxEV0/TFg4BVrWZkI/AAAAAAAABKg/Yy9NOey00Bs/s1600/EvaporativeCooler.jpg"><img border="0" src="http://2.bp.blogspot.com/_fOFOhXDxEV0/TFg4BVrWZkI/AAAAAAAABKg/Yy9NOey00Bs/s320/EvaporativeCooler.jpg" /></a></div><div style="text-align: center"><br />
</div><b>Game Rule:</b>  A hero that takes an extended rest and spends at least 1 hour in a room cooled by an evaporative cooler gains a +1 bonus to Healing Surges &#38; Endurance checks until his next extended rest.  A hero that spends more than 1 week sleeping in a room cooled by an evaporative cooler, loses these bonuses.  <br />
<br />
<br />
<br />
<b>Optics </b><br />
<br />
In most deserts, sand is ubiquitous.  It’s not too surprising then, that civilizations have learned to utilize this common substance in a number of different ways.  While sand makes for a poor soil (at least for most plants), it can be an excellent building material or even an artistic medium.  One of the things that sand is best used for, however, is making glass.  Heat sand to a high enough temperature, and it melts.  As it is shaped and cooled, the melted sand becomes nothing less than glass.  Glass can be used for all sorts of things, including tableware, art objects, or even windows.  However in the desert, where seeing over large expanses is a useful practice, glass is utilized for optics.  A general term, “optics” means glass that has been polished (using different types of – you guessed it – sand) and used to focus light in different ways.  Optics created for this use are called lenses, and come in several different varieties.  Depending on the type of lenses used, optics can be used to start fires, magnify an object, or even see great distances.  Being able to aid the naked eye is not only a useful too, but a friendly creature comfort as well. <br />
<br />
<div class="separator" style="clear: both;text-align: center"><a href="http://4.bp.blogspot.com/_fOFOhXDxEV0/TFg4J9dCqYI/AAAAAAAABKo/yK0PjV6JiwY/s1600/Spyglass.jpg"><img border="0" src="http://4.bp.blogspot.com/_fOFOhXDxEV0/TFg4J9dCqYI/AAAAAAAABKo/yK0PjV6JiwY/s320/Spyglass.jpg" /></a></div><div style="text-align: center"><br />
</div><b>Game Rule:</b>  Lenses for common use come in three varieties: <b> Fire Starters</b>, <b>Magnifiers</b>, and <b>Scopes</b>.  Due to their careful craftsmanship, lens are expensive.  <b>Fire Starters</b> are 5 GP, weigh .1 lb and can take the place of a tinderbox if the lens is used in bright sunlight.  <b>Magnifiers</b> are usually set in a wooden or metal loop with a handle and cost 10 GP.  A magnifier weighs 1 lb.  Any hero using a magnifier gains a +2 to Perception checks when examining an adjacent object. <b>Scope</b>s are composed of two different sized lenses set within a wooden or leather tube.  Scopes cost 50 GP and weigh 2 lbs.  Using a scope allows a hero to see 5 times further than he could with the naked eye.  <br />
<br />
<br />
<br />
<b>Windjammers </b><br />
<br />
Hiking across the desert is no one’s idea of a fun time.  Riding and pack animals make crossing such expanses easier, but require food &#38; water to bear their burdens.  Fortunately, in the desert, some enterprising civilizations have harnessed the power of the wind in order to move from place to place.  For the purposes of this discussion, any wheeled vehicle powered by the wind is called a “windjammer”.  Windjammers come in several varieties, from one person boards, to long carts able to carry several people at one time.  Of course, a necessary requirement for such transportation is a constant blowing wind.  A good wind is just the first step, however.  Handling a wheeled craft using the wind is a bit like sailing a boat – it takes practice and skill.  Looking like strange land-bound watercraft, windjammers can cover terrain quickly and effectively under optimal conditions.  Quick travel in the desert is a blessing, and most certainly a creature comfort. <br />
<br />
<div class="separator" style="clear: both;text-align: center"><a href="http://1.bp.blogspot.com/_fOFOhXDxEV0/TFg4R70TsGI/AAAAAAAABKw/vVItaHsuV78/s1600/Windwagon.jpg"><img border="0" src="http://1.bp.blogspot.com/_fOFOhXDxEV0/TFg4R70TsGI/AAAAAAAABKw/vVItaHsuV78/s320/Windwagon.jpg" /></a></div><div style="text-align: center"><br />
</div><b>Game Rule:</b>  Windjammers are limited in size because they must be lightweight and strong to hold up in the constant wind.  There are three types of commonly used windjammers: <b> Heavy</b>, <b>Light</b>, &#38; <b>Personal</b>.  For heavy &#38; light windjammers, use the statistics provided for the chariot (heavy &#38; light) that can be found in the Adventure’s Vault.  Instead of pulled, the vehicles are “pushed” by the wind.  Speed equals wind speed (determined by the DM) – 40 for heavy windjammers, or wind speed – 20 for light windjammers*.  For personal windjammers, assume the following stats: <b> HP</b>:15; <b> Space</b>: 1 Square; <b> Cost</b>: 175 GP; <b> AC</b>: 6; <b> Fortitude</b>: 8; <b> Reflex</b>: 6;  <b>Speed</b>: wind speed – 10*; <b> Load</b>: no passengers, 50 lbs. of gear.  In higher winds, the sails of a windjammer can be set in ways that reduce the vehicles speed for increased safety.  <br />
<br />
<br />
<br />
The desert is a dangerous place, but as a DM, you can spread a few of these creature comforts around in order to ease the burden some on your heroes.  Stay cool, let the breeze blow back your cloak, and embrace the wonders of the desert! <br />
<br />
<br />
<br />
Until next time… <br />
<br />
<br />
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Game excellently with one another. <br />
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<span style="font-size: x-small">*These speeds are given in MPH (miles per hour).  The Dungeon Master will have to work out the tactical movement rate based on the overland travel rates given in the Player’s Handbook. </span><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33628427-8478633156551968146?l=initorwhat.blogspot.com' alt='' /></div>]]></description>
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		<title>Invented Historical Periods: Art from Exchange of Realities</title>
		<link>http://www.exchangeofrealities.com/2010/08/03/invented-historical-periods-art/</link>
		<comments>http://www.exchangeofrealities.com/2010/08/03/invented-historical-periods-art/#comments</comments>
		<pubDate>Tue, 03 Aug 2010 08:00:23 +0000</pubDate>
		<dc:creator>Exchange of Realities</dc:creator>
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		<guid isPermaLink="false">http://www.exchangeofrealities.com/?p=1953</guid>
		<description><![CDATA[Yesterday, I talked about a trick for real-world settings, using various cues to establish the historical era, the decade, or even the year in which the story using the setting is itself set. That doesn&#8217;t work near as well in created worlds, since the historical periods aren&#8217;t semi-common knowledge among our audience. But creators of [...]]]></description>
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		<title>Kitsu Aika – Priestess, Healer, Grandmother from Sea of Stars RPG Design Journal</title>
		<link>http://seaofstarsrpg.wordpress.com/2010/08/02/kitsuaika-priestess-healer-grandmother/</link>
		<comments>http://seaofstarsrpg.wordpress.com/2010/08/02/kitsuaika-priestess-healer-grandmother/#comments</comments>
		<pubDate>Tue, 03 Aug 2010 02:49:44 +0000</pubDate>
		<dc:creator>Sea of Stars</dc:creator>
				<category><![CDATA[Character]]></category>
		<category><![CDATA[Legend of the Five Rings]]></category>
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		<guid isPermaLink="false">http://seaofstarsrpg.wordpress.com/?p=1416</guid>
		<description><![CDATA[Kitsu Aika, Priestess, Healer, Grandmother Quote: The Ancestors will guide us to victory. Come and listen children to the tales of our fathers and mothers. Description: Kitsu Aika is elderly by still healthy and stalwart, she does not move with the grace that she once did but she rarely puts a foot wrong.  Her once [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seaofstarsrpg.wordpress.com&#38;blog=8186685&#38;post=1416&#38;subd=seaofstarsrpg&#38;ref=&#38;feed=1" />]]></description>
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		<title>Marking Time from Exchange of Realities</title>
		<link>http://www.exchangeofrealities.com/2010/08/02/marking-time/</link>
		<comments>http://www.exchangeofrealities.com/2010/08/02/marking-time/#comments</comments>
		<pubDate>Mon, 02 Aug 2010 08:00:32 +0000</pubDate>
		<dc:creator>Exchange of Realities</dc:creator>
				<category><![CDATA[GM Advice]]></category>
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		<guid isPermaLink="false">http://www.exchangeofrealities.com/?p=1950</guid>
		<description><![CDATA[One of the biggest difficulties with an Earth-with-modifications setting is getting across to people the time period in which the story is set, particularly as the setting gets more and more modern and the distinctions less and less obvious. A little slip, and it becomes easy for people to forget that this is supposed to [...]]]></description>
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		<title>Words from the Empress from Sea of Stars RPG Design Journal</title>
		<link>http://seaofstarsrpg.wordpress.com/2010/07/30/words-from-the-empress/</link>
		<comments>http://seaofstarsrpg.wordpress.com/2010/07/30/words-from-the-empress/#comments</comments>
		<pubDate>Sat, 31 Jul 2010 02:18:29 +0000</pubDate>
		<dc:creator>Sea of Stars</dc:creator>
				<category><![CDATA[Character]]></category>
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		<guid isPermaLink="false">http://seaofstarsrpg.wordpress.com/?p=1410</guid>
		<description><![CDATA[&#8220;The only things that matter are power and the truth, one can compel the other.&#8221; &#8220;When you have chosen a destination, you must chose what you are willing to do to arrive there.&#8221; &#8220;Some things you must fight for to make them true.&#8221; &#8220;If you would fly so high that you can touch the stars, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seaofstarsrpg.wordpress.com&#38;blog=8186685&#38;post=1410&#38;subd=seaofstarsrpg&#38;ref=&#38;feed=1" />]]></description>
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