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Old 01-16-2014, 01:21 PM   #101
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Gamemaster's Guidepost: How Tough Is It?

Today I discuss what you (as a GM) might already know - how to present quick, challenging encounters for your players. It's short, sweet, and to the point.
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Old 01-19-2014, 10:59 AM   #102
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Triple Threat: Jiangshi

Hop on Pop! Then drain Pop's chi until he can't move and dies. That's how that book ends if Stephen King were to write it. I've got a game to run to day, so that's about as witty as I'm going to get. Here, take this monster, and go challenge your own players. Make sure you use multiple grapplers 'cause that HP damage from Leech adds up...
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Old 01-23-2014, 03:09 PM   #103
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Session Recap: The Awakening - Casting Lots, Part I, Game Session 2

The PCs get some secrets revealed and learn a chunk of huge information that will impact the entire campaign. Turns out that interrogating NPCs that have spells to prevent them from sharing information is actually quite hard...
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Old 01-26-2014, 06:22 PM   #104
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Gamemaster's Guidepost: Diablorising Ritual Path Magic - The Necromancer - Part I

I showed one of my players how easy it was to create new rituals for GURPS Thaumatology: Ritual Path Magic and I kind of ended up writing up most of the hero's abilities from Diablo II as rituals (which I was using as an example). First up: the Necromancer and his legion of undead minions.
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Old 01-30-2014, 01:26 AM   #105
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Session Recap: The Awakening - Casting Lots, Part I, Game Session 3

The PCs end up tracking a Black Sun cult cell...into suburbia? Find out what happens when one PCs critically succeeds entirely too GAWD DAMN much and then shares the crits like some sort of unholy dice plague.
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Old 02-02-2014, 03:53 AM   #106
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I would love to see blog posts concerning spell loadouts for RPM


Including say an example spell loadout of charms and conditionals for a Thaumatology 18, Magery 6 RPMist

Bonus points for having some potions to

It is quite hard for me to figure out 'what spells should I prepare?', so my RPMists usually dont have anywhere near a full spell loadout when they start an adventure
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Old 02-02-2014, 03:57 AM   #107
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Quote:
Originally Posted by Kalzazz View Post
I would love to see blog posts concerning spell loadouts for RPM


Including say an example spell loadout of charms and conditionals for a Thaumatology 18, Magery 6 RPMist

Bonus points for having some potions to

It is quite hard for me to figure out 'what spells should I prepare?', so my RPMists usually dont have anywhere near a full spell loadout when they start an adventure
Can you elaborate a little more please? Are you saying you'd like a list of spells for specific types of casters? What charms they'd use. What potions or magical items they might have? That sort of thing?
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Old 02-02-2014, 04:11 AM   #108
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Well, more like a single generic example of 'what spells might someone have prepared when they go on adventure', and a nice description on how the rules for having spells prepared

So, say, Jaina might have (and this is mostly off the top of my head, since flat out winged and I dont actually really have a firm grasp of these rules)

As a Magery 6, Thaum 18 mageling (with Hydromancy 3, which Im guessing also grants 3 conditionals for Hydromancy)

These are all conditionals, so assume Lesser Control Magic

1. 1x Melee Academy (bonus to using X weapon), Lesser Strengthen Mind, charm tied to her spear, breaks and casts on wielder of spear
2. 1x Summon Dancing Shield (Greater Control Matter, Lesser Create Matter, creates a dancing shield), conditional command phrase 'Spell Exec Summon Dancing Shield' spoken
3. 1x Dehydrate (Hydromantic) greater destroy matter, toxic malediction damage, conditional command phrase 'Spell Exec Dehydrate' at target pointing at
4. 1x Frostbite (Hydromantic) greater destroy energy, burning malediction, conditional command phrase 'Spell Exec Frostbite' where pointing
5. 1x Hydro Crush (Hydromantic) greater create matter, crushing external area effect, command phrase 'Spell Exec Hydro Crush' where pointing

etc


Thats just an example off the top of my head based on the fact Im _trying_ to develop such a spell loadout for Jaina

But essentially 'what might a RPM have prepared when he heads out of the house to head to the dungeon etc?'
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Old 02-02-2014, 04:12 AM   #109
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This would also be very handy for DMs for inspiration on 'what does the evil wizard have ready to go when the party waltzes into his lair?'

Basically, while I can stat up spells fine, I have a hard time trying to come up with a notion of a coherent package of memorized spells/charms etc, and would like to see a worked and explained example
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Old 02-02-2014, 04:16 AM   #110
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Default Re: Ravens N' Pennies - GURPS Content Posts

Hmmm. Interesting.
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