Shaper & Maker

modeller & gamer

From both player's and GM's point of view I've enjoyed most about games where players have lived in one specific location. They get familiar with the people and location, may start to like people there, get possessions or even rule a portion of the area.

I find it surprising that there's no free, high-quality printable basic walls downloadable anywhere - so I decided to create such and share them. These dungeon (or castle) walls are partially uneven structure, like they were very old, and this way work better as cave wall or cliff.

I found a bunch of photos I've taken of my exterior terrains, of which I haven't been posting much photos. These models see use in almost every fantasy rpg session!

I've just run a D&D4E campaign that has continued 3 years. I'm a bit tired of the system, and as it's the only other system I've run recently, I can't help but to compare Savage Worlds to it. I'm trying to get rid of the ballast of D&D (being able to just a basic attack or a specified power) and find all the coolness Savage Worlds has - but it may take time to adjust. And it will likely take time from the players too.

Every GM has her own tools of the trade, little tricks she uses in his games. Sometimes you can just shake things out of your sleeve, but sometimes it's good to have some kind of tool you can use when in doubt. A tool I've used for years is a Luck roll, a simple d6 you roll for the character or group doing something.

Players are often lazy. While they enjoy playing games, they might not share Game Master's enthusiasm to the campaign setting and it's world, and as getting to know it could require reading somewhere from 10 to 150 pages, they might not really know or understand many things that come up during the game.

Cards are an important component in many different games. e2o headed towards being largely card-driven, but I might say I came to my senses. While cards are an useful tool, and are a lot more practical way of approaching unit statistics than larger sheets, there is such thing as too many cards.

I've now been posting several posts about prepainted miniatures fitting for Sword & Sorcery settings. This time, I'm making a world -specific entry about monsters - for my favourite setting Beasts & Barbarians. I'm mostly using D&D miniatures but also other cheap miniatures, mainly from mage knight/clix series. First I'll be posting miniature suggestions for creatures that appeared in the original edition, and then later to those that appeared in Golded edition.

As our games often go forward fast, that question often comes up. Especially when fighting against enemies that can see in darkness, it can become important. It is often ignored, but it can become an effective combat tactic to get rid of opponent's lights.

Galactica is one of the games I'm planning to run with Savage Worlds in future. It's most likely to be a mini-campaign, consisting of ~5 sessions. As a miniature and prop -fanatic, I've gathered some props for the game already.

My earlier victory area flags have been quite popular, and because of a request, I've made a new set of flags. I haven't been able to print them myself, so the photo below is from dano903 at http://www.axisandalliesunderground.com(link is external) and http://community.wizards.com(link is external) . If you're interested in these flags prepared and based, ask him!

It always takes a long time to prepare for a new playtest cycle. While a lot of the game stays same, they are presented in a different way. For example, majority of ship statistics have been replaced by default values - something little you'll have to memorize but what you'll learn to remember very easily. After this, you know that your capital ships move at speed 3, have weak maneuverability and have 3d medium and point defense weapons and armor - any exceptions are mentioned on the ship sheet. It is heavy weapons and other abilities that define the units after all!