What D&D Character Are You?

Do you know? You can take the quiz by clicking here.

For those interested, here’s how I came out:

I Am A: Chaotic Good Gnome Mage Thief

Alignment:
Chaotic Good characters are independent types with a strong belief in the value of goodness. They have little use for governments and other forces of order, and will generally do their own things, without heed to such groups.

Race:
Gnomes are also short, like dwarves, but much skinnier. They have no beards, and are very inclined towards technology, although they have been known to dabble in magic, too. They tend to be fun-loving and fond of jokes and humor. Some gnomes live underground, and some live in cities and villages. They are very tolerant of other races, and are generally well-liked, though occasionally considered frivolous.

Primary Class:
Mages harness the magical energies for their own use. Spells, spell books, and long hours in the library are their loves. While often not physically strong, their mental talents can make up for this.

Secondary Class:
Thieves are the most roguish of the classes. They are sneaky and nimble-fingered, and have skills with traps and locks. While not all use these skills for burglary, that is a common occupation of this class.

Deity:
Mystra is the Neutral Good goddess of magic. She is also known as the Lady of Mysteries. Followers of Mystra wear armor and carry shields with her symbol on them. Mystra’s symbol is a ring of stars.

Find out What D&D Character Are You?, courtesy ofNeppyMan (e-mail)

I’d like to hear from you on what your results are.

May your dice roll well.

Now Online - Roleplaying Tips E-Zine Issue #316

The latest issue of Role-playing Tips in now online - Maintaining Your GM.

Don’t let the issue title fool you, the main article is more about working with your GM by providing them with the material they need to make the campaign a success as well as helping out and acknowledging thier efforts. I would urge everyone, players and GMs alike to read through it.

The Readers’ Tips include some great items including a discussion of Secret Rolls and a few online resources including podcasts.

Contents:
–> A Brief Word From Johnn

–> This Week’s Tips:
1. Give The GM Something To Work With
2. Lend A Hand With The Technical Aspects
3. Make Your Own Entertainment
4. Acknowledgement

–> Readers’ Tips Of The Week:
1. Standing Orders
From: Leslie Holm
2. Secret Rolls to Maintain Mysteries
From: Dan’l Danehy-Oakes
3. Another Tavern Table Idea
From: Mike Bourke
4. Bards
From: Jason Lord
5. Random Cave Map Creator
From: Chris Brinkley
6. RPG Podcasts
From: De Master
7. World of Skell Podcast
From: Skell DM Cob#37
8. Book Examples
From: Thomas Lundin

You can read it online here.

If you don’t already subscribe I would recommend it, you can do that here.

May your dice roll well.

Encounter Idea 23 - The Diplomat

In most role-playing games the object is to have the characters in the game travel from place to place, overcome obstacles, get the treasure and increase their power level. That’s all well and good but what happens when you need to introduce something other than a simple “dungeon crawl?” One suggestion would be to move campaign to a worldly scale and introduce conflict between countries (provinces, territories, or whatever you would like to call them in your campaign). If you decide to go that route I suggest introducing the characters to a diplomat.

The diplomat is simply an individual that is acting on behalf of someone else, in this case a country. They are responsible for negotiations between the two countries, establishing relationships, smoothing over issues between the two nations and possibly espionage. They offer a great opportunity to role-play as well.

A few ideas you could use:

- The dipolmat is just starting out on his travels and needs an armed escort, “Anyone interested in a job?”
- The characters are at “court” when a dipolmat is introduced and they think that he’s an imposter. They’ve seen him earlier in the campaign at are unaware of his rise in stature.
- The characters encouter a diplomat during a stay in at an inn and share a few drinks with him. This give you as the GM a great chance to pass along world events and informational items to the characters.

Of course you could also put the shoes on the other foot and have the local government appoint the characters as ambassadors to another country. This could turn into a rather interesting adventure depending on how relations are between the two countries.

Got an idea you’d like to pass along? I’d love to hear about it.

May your dice roll well.

Be sure to check out these additional encounter ideas

Use Sticky Notes to Track Expendable Items

In a past post I mentioned using sticky notes for tracking memorized spells and since you’ve already got the sticky notes out why not use them for expendable items as well.

I’m not suggesting this for single shot, once and done, type itmes (although you could if you wanted to) but for those items that can be utilized a finite number of times that needs to be tracked. Items such as ammunition clips, magic wands, stim packs and so on are ideal for this.

Take a sticky note out for the item and write the name of it across the top, such as “Clip 1 - Machine Gun” or “Wand of Fireballs” and then next to it write the number of times it can be used or activated. As you use the item mark it on the sticky note, hash marks are fine, and when you hit the total usages which you have recorded on the same note (convenient huh?) just toss the note. Or if you wanted (such as in the case of an ammo clip for a weapon) erase the hash marks and reuse it.

For GMs this is also a useful way to track items for which the players do not know the total number of uses. I would recommend including the name of the character/player on the note as well then.

May your dice roll well.

Now Online - Roleplaying Tips E-Zine Issue #315

The latest issue of Role-playing Tips in now online - Tired Tavern: 25 Alternatives To Taking The Table In The Corner.

The main article this week gives you a number of ideas to ’spice up’ the time honored tradition in most role-playing games to start, end or at least visit a tavern during the course of a campaign.

The reader tips also have some interesting items including a method you can use to add descriptioins to the weapons found in a campaign.

Contents:
–> A Brief Word From Isaac

–> This Week’s Tips:
25 Alternatives To Taking The Table In The Corner

–> Readers’ Tips Of The Week:
1. Ten-Minute Miniature Trees
From: Rydia
2. Spicing Up Random Weapons
From: Scott G.
3. The Evil GM
From: Leslie Holm
4. Comments On Campaign Preparation
From: Jonas Dorn

You can read it online here.

If you don’t already subscribe I would recommend it, you can do that here.

May your dice roll well.

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