Storm & Sails: Reference Document

Okay, so I’ve started the planning for my forthcoming Storm & Sails campaign, I’m currently working on a gazetteer style Google Doc that will contain setting information and character creation for the campaign so that my players can peruse it. Although it is not complete the document can be viewed here:

https://docs.google.com/document/d/1rKn4veeiiylh69GJUmuL8Q_516A6ZEpVj04CngiUto8/edit?usp=sharing

I’ll be updating the document over the next couple of weeks, once it’s complete I’ll be turning it over to my players to get some feedback before we start getting into the serious business of making characters.

Random Things: D&D 5E trinkets for a savage world

desert nightThese random things articles are designed as quick idea generators for time-pressed GMs who want to inject some additional details into their game, in this article we look at trinkets. Trinkets were one of my favourite things about character generation in D&D 5th Edition, each character starts with at least one, a small item or curiosity that has some odd property or something strange about it, it’s not a powerful magic item, just something interesting that could spur conversation and plot.

These items can of course be used in other RPGs.

The list of trinkets in the D&D 5E PHB is great, but it had to be for the standard style of fantasy world that a large number of D&D campaign games take place in, this is great and makes sense from a marketing stand-point, but over the years there have been some really compelling primitive worlds (Dark Sun, for example). Whilst it’s possible to adapt some standard trinkets, I wanted to offer a table themed more towards these savage worlds: Continue reading

GM Tips: Questions to ask about Settlements

village-1043623_960_720GM Tips articles offer advice and ideas for gamesmasters to help hone their techniques and run their games, these lists are not exhaustive but provide some tips to point a GM in the right direction.

One of the most important things a GM can do when designing a campaign is to ask themselves questions, by doing so you ensure consistency and might also through up some important elements of your setting that can be woven into compelling stories. Continue reading

Random Things that might let you know someone or something has been here before you.

These random things articles are designed as quick idea generators for time-pressed GMs who want to inject some additional details into their game, when you need some inspiration just roll a D20 and consult the table: Continue reading